STiFU on 11/1/2006 at 12:45
Yeah you are right there. I tweaked my standard healthbar too. Made it smaller and moved it to the upper left. Only one half of it was visible and when you are attacked it jumps completely on screen. That was pretty cool in my oppinion :). But anyway. Could we get back to topic?! :p
I have a vast openair zone in my FM too and performace really sucks there sometimes. We will really have to be carefull!
Quote Posted by str8g8
2. Is it within the scope of this campaign (which is not so easy to say).
Hmn until now our project scope looks like this:
Quote Posted by Jay @Blackpack - Home Page
* Release Stuff. (if we don’t do that, we havn’t achieved much.)
* A collaborative campaign
* Start small – small is the new big. 3 or 4 missions.
* Deadline. June 2006.
* No one person responsible for a mission.[/informal rule] (ala agile programming, but with map making – so someone does ambient sound, someone else does architecture, someone else places props etc etc etc with a bit of role swapping and iteration on the way)
* A bunch of other stuff I havn’t thought of, but you might.
So! It IS in our scope! :cheeky:
New Horizon on 11/1/2006 at 14:16
Quote Posted by Subjective Effect
One thing about New Horizon's changes that I absolutely
loath is the old HUD.
Just what a guy loves to read after staying up until 3am to work on an installer. :(
I find HUD elements that do jumping jacks at the bottom of my screen intrusive, but I guess it's all 'subjective' anyway. Sorry if I sound snarky, but I'm tired...in more ways than one.
SubJeff on 11/1/2006 at 14:22
In any other game it would be fine but Thief is dark and I play in a dark room. The visible health bar just jars at the bottom of the screen and it interfers with the darkness on screen.
I know alot of people like it but I just don't think it should be use as standard because it's intrusive. This is not a new thing either - everal T2 FMs use a specifically darkened health bar for this very reason.
It's just a difference of opinion NH, don't worry about it.
Ziemanskye on 11/1/2006 at 15:44
In happier news, I went touristing today.:D
I got around most of Edinburgh castle (damn conservation/security issues!), and bought a copy of the official guide book too, so I'll scan and zip the images up later.
I don't in anyway guarantee the quality or usefulness of said images though.
Edit: Okay, now just to somewhere to put 120Mb (about 75 pictures).
prustage on 11/1/2006 at 16:04
I've just read though this thread and thought I would throw my bit in.
As it happens I am by profession a software project manager/leader (start throwing things now...). It strikes me that the TEG community has two challenges here:
* One is to create a new, super and interesting mission.
* The other is to create anything when the only communication methods are electronic; peoples availability is ad-hoc; there are no safeguards that promises will be kept, obligations fulfilled or deadlines met; there is no structure or methodology in place; the team havent worked together as a team before etc, etc.
If it sounds like I'm being negative, that is not the intention. I think the skill, enthusiasm and creativity of the members here should make for a fantastic project but I'd like to suggest a slightly different approach.
* Concentrate on the second challenge first.
* Scope the first project to be small and even trivial.
* Think about something that will require cooperation between all the members but will require no great commitment from any of them.
* Test out the methods of sharing work, communication, evaluating other peoples contributions and bringing the whole thing together successfully.
* If this first project can be re-used later, great - but dont worry if it turns out to be a throwaway. The principal purpose of the first project is to learn how to work together.
Once the first project is out of the way you can start on the next one. Even here though it would be wise to divide this up into a number of discrete playable phases of gradually increasing complexity. This will mean that at no point have you bitten off more than you can handle; there will still be the opportunity to change your ideas mid-project without having to redo everything and members will be able to see the final product growing before their eyes (good for morale) and not have to wait for a "big-bang" at the end.
As for the "shall we / shan't we have a leader" debate: I would suggest that there is definitely a need for a project co-ordinator, someone who keeps track of who is doing what and when, and who becomes the "hub" of communication. But for actual decision making, this could be done democratically with team members suggesting ideas and the others voting on it. Perhaps there may be a simple technical way of achieving this.
Thats all.
Incidentally, I am not volunteering for the role of project leader - I am doing that 8 hrs a day and for me T3 editing is supposed to be FUN!!!. I am happy to help out as much as I can though. I am reasonable at graphics/artwork and since I am English, might be useful for bad guy voices.
Ziemanskye on 11/1/2006 at 16:31
Oh - and a quick note on the rooftops:
Even Life of the Party cheated - you were on the low level roofs and in the high level buildings, so as long as it's solid BSP it can be zoned off more or less normally.
STiFU on 11/1/2006 at 16:56
ok! Then that sounds cool! I'll just add the new plot to the blackpack, because it belongs there. Perhaps we should edit the posts here about the story so that we can keep it secret in a way.
Quote Posted by Subjective Effect
In any other game it would be fine but Thief is dark and I play in a dark room. The visible health bar just jars at the bottom of the screen and it interfers with the darkness on screen.
It should still be possible to hide the healthbar per ini, isn't it? Just do it that way that it only pops out when the player is hurt and everything is fine.
And thanks for your hints prustage, but i think we were actually on the right track yet.
Quote Posted by Ziemanskye
Edit: Okay, now just to somewhere to put 120Mb (about 75 pictures).
The best solution would probably be to host them at rapidshare and all editors signed up for this until now could download them.
So could we finalize our discussions about leadership now? I would say we need a leader/coordinator and it should be ascottk in my oppinion. If there are any other suggestions, just post them, but i really think that ascottk would fit best for this position.
Rantako on 11/1/2006 at 19:47
The Cabal sounds good :thumb:
Here's a crazy idea - since it's undecided whether it should be Overwarden then Baronial Estate, or Baron then Overwarden, why not let the player's actions in Mission 1 decide? It's crazy, but it would make things more nonlinear, on a grand scale. True, it would be a lot more work, with scripting and stuff, but if we were going to make missions with nonlinear objectives, we could go this one step further. I don't know how it would work with story, though - I suppose it would effectively be two slightly different stories. T3 is able to do this sort of thing, thanks to the wonders of global variables.
What do you think?
Ziemanskye on 11/1/2006 at 19:51
I'll help build it. In that I'll do world geometry and staticmeshes and lighting effects.
You want to be the "Writer" on the bits I do, then all those crazy variables and triggervolumes are your department, not mine. :p
That kind of non-linearity makes little difference to me.:thumb:
jay pettitt on 11/1/2006 at 19:54
I've gone and added to the Project Scope. It now also says: "Make tutorials."