design team management theory 101
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
a clear explanation of what I am supposed to make. When programs are reworked they become less efficient and harder to debug. We need it all laid out, and I don''t mean we want to know how many levels and what they are named. Specific data isn''t valuable, information about the type of data is. Anything you don''t tell the programmer will take several times longer and he will be the one who decides it for you. So basically a detailed technical document. If you can''t write it you probably don''t know what you want anyway, that means you''re not a good designer and so their''s no reason to join your team.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Well, that''s what I think he means and it''s probably a bad example =p I''m not very technical either..
Too often a "game designer" will say "previous events will influence an NPCs choices in terms of trusting/allying themselves with the player," with an image in his/her mind of a dramatic pinnacle where the player turns to an NPC and experiences betrayal or so. All well and good; now how do I, as a programmer, implement that?
Suddenly we''re trying to represent emotions and ethereal quantities discreetly, and the person with the best conception of how these quantities influence gameplay gave no thought to that aspect, which means that I have to interpret what was meant. Big mistake. End result? Game sucks, or at least is underwhelming. OTOH, if the designer says "Every transaction between characters in the game, be they NPCs or avatars, carries an emotional impact in terms of trust, anger and enthusiasm. NPCs make decisions based on the current compound emotional relationship between the parties as a discriminant." Very verbose and complex statement, but technically complete and unambiguous. Result? Great game.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.