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 1 
 on: Today at 01:38:49 am 
Started by Vahha - Last post by Sunfire
Одному человеку, боюсь, не потянуть по времени просто.

 2 
 on: Yesterday at 11:29:23 pm 
Started by Vahha - Last post by ujero
Что вносим
Самой разумной идеей, мне кажется будет сначала внести  
исправления (какие сможем) логических нестыковок и глюков
иначе когда добавятся
отсебятины и выброшенный/недоделанный разработчиками контент
то возникнут новые нестыковки/глюки/баги и т.д. Просто стоит строить новый дом на шатком фундаменте? Если этим будет заниматься больше, чем один человек, то шанс наплодить нестыковок увеличивается в разы, ибо держать все стыковки и сюжетные ходы в голове будет сложно.

 3 
 on: Yesterday at 06:35:02 pm 
Started by Vahha - Last post by Vahha
Ого, чего Sunfire накопал!

 4 
 on: Yesterday at 06:31:18 pm 
Started by StrangeMatter - Last post by Vahha
Hey, SM, wassup?

 5 
 on: Yesterday at 05:50:42 pm 
Started by Eric Matyas - Last post by Eric Matyas
Hi everyone,

This week's new images are all seamless so they can be tiled.

The first group might be useful in sci-fi games.  Feel free to scale them, mix with procedural textures or other images as needed.
http://soundimage.org/txr-sci-fi/

The second bunch are stone textures and could be useful for walls or other structures.
http://soundimage.org/txr-rockstone/

Please note: On all of my texture pages, the seamless images are grouped below the standard ones so make sure to scroll down...(WAY down on the rock/stone page.)

Anyhow, I hope some of them are helpful. Have a great week!

 6 
 on: Yesterday at 04:38:43 pm 
Started by Vince - Last post by Ducade
    • Skill-Based character system.

      Class-based systems offer you different packages of skills and abilities, designed to ensure that no man is left behind and your rogue can kick as much ass as your fighter. It’s a good, time-honored design that makes it very hard to make mistakes. In comparison, skill-based systems offer all the freedom you can handle and don’t restrict you in any way, so the chances of you screwing up your character is fairly high, especially for the first time players.

      Neither system is better by default so it comes down to personal preferences and firmly held beliefs, which is where it gets a bit complicated. Some folks believe that games shouldn't allow the player to make bad builds and choices; anything else is bad design. I think that if every decision is awesome, it hardly matters what you choose. Making mistakes is part of the learning experience but not everyone has the patience for it.
    Personally I prefer a combination of the two so that the player can know what to expect, and express themselves fully. If the game for example has a list of skills, and asks me to design a class and pick say two primary skills, three secondary skills, and four tertiary skills, I can ascertain right away that these skills are going to be capped based on these choices, that I can design a character to suit my interests, and that I should expect to raise those skills to their respective potential within such a system. The problem with pre-designed classes is that they limit expression. The problem with an open skill system like we had in AoD is that the player is unsure of how many skills they can reasonably invest in because there is no framework to plan within until you have gone through the game once or twice to get a feel for it. So in AoD I felt that I was more or less forced to play a traditional class, but that the game wanted to give the impression of greater choice. I don't like first play through to feel like a trial run, and if you offer a blank template the player can fill in, you provide a structure for the player to follow while offer actual choice. Of course this is something closely tied to how skills functions, and in AoD there was a real sense of all or nothing regarding skills, especailly after leaving the first town.

    Additionally skill synergies need to actually be useful to offer variety and utility for the player. The synergies of AoD do not really make sense. For example all ranged combat forms offering synergy with each other does nothing for the player because investing in multiple ranged attack options offers nothing when the bow is clearly superior for a dedicated ranged fighter. It would have been better to have dagger, spears, and axes offer synergy with thrown to allow for and encourage variety of tactics for a soldier classes. Additionally perhaps Crafting should have offered a boost to crossbow rating. The synergies need to encourage diversity otherwise they function solely as a late game buff to boost the rating of your primary weapon.

    • Stats & Skills Matter not only in combat where they provide various bonuses but outside of combat as well, when exploring or dealing with people. It’s a deceptively simple aspect, so let’s examine it in details.

      What it means in practical terms is that your character would succeed in areas where his/her stats and skills are strong but fail where they are weak. For example, a perceptive person would notice something others won’t; a brute would be able to move a heavy object, etc.

      Obviously, the effect can be minor (i.e. you moved a boulder and found a couple of coins underneath it!), major (you moved a boulder and found a passageway to another area!), or anything in between (you moved a boulder and found a passageway to another area where you found … a couple of coins! T’was a good day for adventuring).

      Usually, stats and skills are checked in the following situations:

      • Multiple solutions (i.e. different ways to arrive to the same destination, everyone’s happy and nobody’s upset)
      • Optional content (limited ways to unlock optional content, aka. “gated” content)

      Multiple solutions are an important gameplay element, which allows you to go through a game in a manner fitting your character, but it is the optional content that truly differentiates one playthrough from another and boosts replayability (because solving the same problems in different ways isn’t enough).

      Naturally, optional content must differ in accessibility. Someone’s old shed should be easy to break into (let’s say everyone with a single point in lockpick, which is 80% of all players). An area that resisted all attempts to get into for decades or centuries like the Abyss should force most people to turn back to preserve the setting’s integrity (let’s say only 10% of players should explore it). The rest of the content would fall somewhere in between.

      This approach greatly upset some players who felt that they were punished “just because they chose the ‘wrong’ stats”. Some RPG players are notoriously obsessive-compulsive and won’t rest until they create a character that can get the maximum amount of content, which does require reading online guides and meta-gaming like there’s no tomorrow – the fastest way to kill all enjoyment and ruin the game. Of course, the counter-argument is that failing repeatedly (considering how easy it is to make a character ill-equipped for what you're trying to do) is an equally fast way to kill the enjoyment.

      I’m not sure there’s a way to “fix it” as those who want to get maximum content in a single playthrough will continue to metagame no matter what. The moment you tell the player "sorry, buddy, you need to be this tall to ride this", some players won't accept the failure and would want to know this kind of info in advance. Not many people see it as "you win some, you lose some" design. Anyway, I'd love to read your thoughts on this matter.
    I think there is a way to address this issue of gated content by allowing players to communicate their findings to NPCs as others have mentioned, but by bringing in the drama associated in working with others. For example in AoD perhaps the advantage of being skilled in lore and crafting is that you alone can decide how to utilize the artefacts you discover, whereas a soldier can inform his superiors, and be allowed to follow as a guard on an expedition, but have little say in the matter, and perhaps is given a few options along the way to interfere based on other skills, but ultimately will be a witness to the event rather than a coordinator.

    Regarding stat checks, I find them good practice, but in need of more options. I remember in fallout there were instances where having low intelligence offered you unique options for instance. I also think there should some wiggle room regarding the pass/fail check. For example if it's a combined attribute and skill check needing a total of 14 to pass, perhaps 11-13 allow dice rolls with increasing success. 

    • Non-Combat ways through the game

      While combat should always be the main pillar of RPGs, allowing the player to avoid combat and progress in different ways opens up more role-playing and story-telling opportunities. Also it makes killing your way through the game YOUR choice rather than the only thing to do.

      AoD allowed you to talk your way through and in the CSG we’ll add a stealth path through the game. Here is what it means design wise:

      Combat should be avoidable in most cases. Enemies shouldn’t turn hostile on sight, which means that filler combat is out, which in turn makes the game much shorter. Populating a map with “enemies” is easy. Providing paths to sneak past and writing fitting intros and dialogues with logical speech checks (you can’t just ask them nicely and passionately to let you through) for each encounter, as well as reasons for them to be there in the first place isn’t. It’s also very time-consuming and heavy on scripting, which is always an issue for a small team.

      Even playing Pillars of Eternity I was surprised how much filler combat the game had and wondered if cutting it out wouldn’t have boosted the game’s replayability as I’d rather play a shorter game several times to explore different options than run through an endless bog of generic encounters that serve absolutely no real purpose.

      Keep in mind that combat is an active gamepay aspect – basically, its own game with its own rules and complex mechanics. Dialogues are a passive aspect. You choose a line, click and see what happens. Unless dialogues are the main and only gameplay element, it will always be inferior to combat on a system level, much like no RPG has managed to offer a stealth system that rivals that of Thief.

      Thus the talking and sneaking paths will be much shorter by default but the assumption is that it’s part of the meal not the meal itself, i.e. the full experience will require several different replays, combat AND non-combat, which brings us to the next item: replayability.

      • Non-Linear & Replayable

        First let’s define what it means. Linear design is easy to understand: you move from A to B to C, always in this order, which takes away the freedom of choice completely. Then we have the “Bioware design”: do 4 locations in any order, which as an illusion of choices, much like dialogues where you get to say the same thing in 4 different ways.

        True non-linearity requires two things:

        • Multiple ways leading toward the endgame location (i.e. branching questlines), so you never have to travel the same path if you replay the game
        • Very few “required” story-telling nodes (locations, conversation, events) the player simply must visit or trigger in order to progress.

        The positives are clear. Now let’s take a look at the negatives:

        • The game will be short because you’re taking all available content and splitting it between multiple paths and filter it down via mutually exclusive decisions. AoD has over 110 quests, which is a lot, but you get no more than 20-25 per playtrhough and that’s if you leave no stone unturned.
        • The game will be even shorter because it’s easy to miss locations and content. Throw in the gated content and non-combat gameplay and it will be even shorter.

        Not surprisingly, "the game is too short" was complaint #3, right after "the game is too hard" (#1) and "too much meta-gaming" (#2).

      Overall, I believe that it’s about finding the right balance, which is always the case with all sufficient complex systems and issues. Your feedback is critical, provided it fits our design core, so regardless of whether or not you agree or disagree with my take on these aspects, feel free to share your thoughts.
    I honestly think that a lot of the issues with AoD was the feeling that the world was a bit lifeless. Hear me out, there are several instances where things are ostensibly going on, but in order to even learn of these events in the world requires multiple play throughs and going through all of the various factions. This is great for offering fresh content every time you start up a new character, but the problem is that there are references to things that happened, that you as a player have no idea of because there is no hubbub in the world. The example that springs to mind is when you play as a praetor and there is no talk of a caravan attack until you confront the legion head at the fort and he mentions it in passing as the reason you would request an audience. That only makes sense if you actually play through the imperial guard portion and attack the caravan. The game world needs to be more informative for the player so that they have a sense of the narrative and of the world from the get go instead of piecing together events that should be common knowledge only through playing the game from various perspectives. For example a delayed caravan would be a hot topic at the marketplace for sure, and the local lord would be concerned with it and bring it up. The core idea is great, but the execution left me bewildered, and I think that was the biggest flaw with how it was handled in AoD. While I am not a fan of bethesda games, I really enjoyed morrowind and the dialogue system that it used, which allowed you to ask any npc about rumors or advice and get a sense of the world and underlying machinations. So instead of showing these events to the player solely from the perspective of the various "paths" they happen to be on, show how a player on a different "path" would hear of the event. All paths would have a version of the event, but only by playing a role in one of the paths involved in it directly would show the truth. This can also open up additional depth for gameplay. For example a rumor of an event could label a certain faction or character as evil or deceitful, when in actuality it really is just a rumor, but the player will carry that false knowledge with them into their interaction with that faction/individual, and then when the player starts another character and sees what really happened they are going to have that "oh shit!" moment.

    Other than that the core of your system is really amazing and vital for solid choice and consequence RPG, it just lacks cohesion(I hope that's the right word).

     7 
     on: Yesterday at 02:49:29 pm 
    Started by PrzeSzkoda - Last post by Sunfire
    Some minor changes have been made in RU version (uploaded).

     8 
     on: Yesterday at 02:14:18 pm 
    Started by Vahha - Last post by Sunfire
    Санфайра на царство )) У него опыт координации перевода )
    Как и у Сарумана Idea

    Я когда-то делал подобные наброски касательно крупных событий - концовок городов во всех возможных комбинациях... Надо будет поискать их как старт.
    Ищи, пригодятся.

    Вот это, думаю, самое важное. Ибо старая утилька да, нерабочая. И если застопорится на этом этапе - то и многое другое останется лишь мечтами.
    Угу.

    Я пока что по мере сил пролистываю имеющиеся переводы АОД/ДР в плане возможной редактуры, но против участия в Unfinished Business / Restored Content / Community Fixes ничего не имею. Со скриптами у меня не особо, но может и смогу пригодться на тех же переводах, тестинге, мб какой-то координации.
    Это было бы здорово!

    По поводу того, что сделать относительно легко - ребаланс, не меняющий имеющиеся скрипты радикально, но изменяющий сложность проверок или количество получаемой экспы. Т.е. при желании можно как двигаться в сторону большей хардкорности а-ля ранние версии или наоборот или же увеличить роль репутаций в различных диалогах...
    Ага, для этого и нужны переменные.

     9 
     on: Yesterday at 01:46:04 pm 
    Started by Vahha - Last post by Anri
    Quote
    DR и AoD переведены окончательно, новых обновлений в ближайшее время не предвидится...

    Думаю да. Даже если будут хотфиксы, они нам не помешают раскуривать скрипты и вести подготовительную работу.

    Quote
    - наладить общую координацию проекта - нужен координатор (могу впрячься по мере наличия свободного времени, если не найдётся другого альтруиста);

    Санфайра на царство )) У него опыт координации перевода )

    Quote
    - собрать ВСЕ игровые переменные, какие сможем найти, и выстроить из них "цепочки последствий", чтобы понять, что можно/нужно менять, а что - нет (в виде здоровенной такой Google-таблицы, наверное) - по сути, это понимание границ наших возможностей в моддинге AoD - нужно 1-2-3 кропотливых "ковыряльщиков кода" (в принципе, тоже могу поучаствовать);

    Я когда-то делал подобные наброски касательно крупных событий - концовок городов во всех возможных комбинациях... Надо будет поискать их как старт.

    Quote
    - научиться декомпилировать оригинальные файлы .cs (и другие) из .cs.dso (TorqueScript files) - нужен программист, знакомый с Torque 3D. Программа по этой ссылке не работает - я проверял;

    Вот это, думаю, самое важное. Ибо старая утилька да, нерабочая. И если застопорится на этом этапе - то и многое другое останется лишь мечтами.

    Я пока что по мере сил пролистываю имеющиеся переводы АОД/ДР в плане возможной редактуры, но против участия в Unfinished Business / Restored Content / Community Fixes ничего не имею. Со скриптами у меня не особо, но может и смогу пригодться на тех же переводах, тестинге, мб какой-то координации.

    По поводу того, что сделать относительно легко - ребаланс, не меняющий имеющиеся скрипты радикально, но изменяющий сложность проверок или количество получаемой экспы. Т.е. при желании можно как двигаться в сторону большей хардкорности а-ля ранние версии или наоборот или же увеличить роль репутаций в различных диалогах...

     10 
     on: Yesterday at 11:46:03 am 
    Started by Vahha - Last post by Sunfire
    DR и AoD переведены окончательно, новых обновлений в ближайшее время не предвидится...
    Ну что, банда, будем пилить Community Edition или как? Кто в теме?

    Что вносим - только исправления (какие сможем) логических нестыковок и глюков или попробуем добавить отсебятины и выброшенный/недоделанный разработчиками контент, типа:
    ?

    Пока что нужно:
    - наладить общую координацию проекта - нужен координатор (могу впрячься по мере наличия свободного времени, если не найдётся другого альтруиста);
    - собрать ВСЕ игровые переменные, какие сможем найти, и выстроить из них "цепочки последствий", чтобы понять, что можно/нужно менять, а что - нет (в виде здоровенной такой Google-таблицы, наверное) - по сути, это понимание границ наших возможностей в моддинге AoD - нужно 1-2-3 кропотливых "ковыряльщиков кода" (в принципе, тоже могу поучаствовать);
    - собрать все пожелания фанатов и прикинуть, какие из них можно попробовать реализовать, согласно предыдущему пункту;
    - собрать как можно больше сэйвов (желательно разных билдов + "проверочных", типа "всё по 10") за все возможные фракции и переходы из одних в другие в различных моментах игры (чтобы можно было потом не тратить на это время, а сразу проверять наработки/изменения), в процессе выявить все оставшиеся логические нестыковки/глюки - нужно несколько игроков, прошедших игру не один раз, и кому она при этом не опостылела (иначе, будет разочарование от спойлеров и т.п.);
    - научиться декомпилировать оригинальные файлы .cs (и другие) из .cs.dso (TorqueScript files) - нужен программист, знакомый с Torque 3D. У меня получилось декомпилировать с помощью программы по этой ссылке только файлы старых версий. Может кто разберётся с этой программой или здесь глянет;
    - если получится реализовать предыдущий пункт, то нужно собрать все выходившие версии игры (по торрентам и т.п.) и вытащить из них все ресурсы (теоретически, можно спросить об этом разработчиков, но я сомневаюсь, что они бережно хранят все старые версии);
    - перерисовывать/добавлять предметы, скины, текстуры - нужен художник, знакомый с Photoshop для .png и не-знаю-пока-чем для .dds;
    - сделать мод, протестировать, перевести на другие языки - нужны переводчики (могу поучаствовать).

    На разработчиков рассчитывать не стоит - они заняты "кораблём-колонией" - так что, будем пытаться сделать всё самостоятельно.
    Жду ваших предложений.

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