Kill yourself.peanuts said:serious is this game ever gonna come out? i understand part time/ small staff but seriously, they've been making the game since like late 04.
Will it ever come out or is VD a liar?
Vault Dweller said:On the matter of polishing...
I feel that when I say we're still polishing, folks imagine us looking at the game from various angles and wondering what the hell else we can tweak and adjust - should we go with yellow curtains in this room or should we try magenta for some subtle dramatic undertones - which quite understandably makes people angry.
I'm happy to report that it's not the case.
We're tweaking quests - the most important aspect of an RPG. What we have right now is vastly different from what we had in 2006, for example. It took a long time to evolve the concepts we started with, to develop the factions and the characters, to connect everything, to make the world unique, memorable, "real" (for the lack of a better world). I can't tell you how many times I have rewritten quests, characters, dialogues because what we had wasn't good enough. Sometimes you have to try, try, try, and try again until you get it right.
As you probably know, AoD is a bit heavy on the text side. That means the text should be interesting to read and engaging. Kinda like a book.
Elhoim said:We aren't tweaking text, changing a word here and there, we are tweaking quests, which means sometimes scrapping some of the old work (scripting, NPCs, etc.) and doing it again. Of course, we iterate it in paper many times, but some times you implement something and the flow is wrong, or a combat or situation that sounded good in theory and when we implemented it didn't cut it. Plus tweaking quests is more about the situations, interactivity, multiple paths, and general design, rather than just "tweaking text".
So basically we are re-working the old quests, which speaking plainly, sucked quite a bit. They are at least 2-3 times larger, more involving, with more choices, and Vince improved a fucking lot in his writing. Here is what Nick said about the new MG questline we did (we sent him the text draft, we are finishing the implementation now):
"Yeah, I've read through it. Cool stuff. Couldn't stop reading for a supper, even."
It's really cool, much, much better than what we had, with lots of consequences for failure inside the questline, like paths closed depending on how you treated characters in the past, different consequences based on your reputation with factions, and even with specific characters, double and triple crossing. It's about 10k words in length for the 3 quests in Teron. Trust me, it's worth the effort we put into it.
Anyway, I think you get the idea. It's not about changing a couple of words, it's about creating a world, a situation that grabs the interest of the player and surprises with the different options and paths he can take. It's a creative task, not an easy one, but I fucking 100% sure you are really going to like it.
You wouldn't need to scrap some of the old work if you did it right the first time! *zing*We aren't tweaking text, changing a word here and there, we are tweaking quests, which means sometimes scrapping some of the old work (scripting, NPCs, etc.) and doing it again.
inpatienceGrunker said:]"un"patience?
Nah. Would be nice to play the damn game though.
Probably not. Don't say I didn't warn you.peanuts said:Is this game ever gonna come out?
We're able to deliver, but it takes time.commie said:It would be nice to see it out. Problem with these types of efforts is that the spirit is more willing than the ability to deliver on the promise.
What we had wasn't good enough. Why release products of inferior quality?This leads to fucking around and fretting by the designers who rather than releasing what they have....
Pretty much, to be honest.SimpleComplexity said:You wouldn't need to scrap some of the old work if you did it right the first time! *zing*We aren't tweaking text, changing a word here and there, we are tweaking quests, which means sometimes scrapping some of the old work (scripting, NPCs, etc.) and doing it again.
We listen to good, well presented arguments that can't be ignored, which represents approximately 5% of the overall "constructive criticism".VD's a smart bastard tho, first he's gonna give us the demo so the inpatient people shut up(for a while) that gives him even more time to work on the real thing. I wouldn't be surprised if some things you'll see in the demo are completely missing or changed from the original game just because a single Codexian bitched about it.
Vault Dweller said:We're able to deliver, but it takes time.commie said:It would be nice to see it out. Problem with these types of efforts is that the spirit is more willing than the ability to deliver on the promise.
What we had wasn't good enough. Why release products of inferior quality?This leads to fucking around and fretting by the designers who rather than releasing what they have....
You can learn a lesson or two from The Witcher or Divinity 2Vault Dweller said:What we had wasn't good enough. Why release products of inferior quality?This leads to fucking around and fretting by the designers who rather than releasing what they have....
What we had wasn't good enough.
Me ??Lockkaliber said:droog-kun
SimpleComplexity said:inpatienceGrunker said:]"un"patience?
Nah. Would be nice to play the damn game though.