Moderator: Cartographers
DiM wrote:gimil's role is pretty simple but yours is way more delicate that's why i'm coming with a few questions.
1. the stamp i assume will be given when the map is still in ideas. but what happens if gameplay changes afterwards? will it be removed and the map re-evaluated? in case the new gameplay fails inspection will the map be moved back to ideas?
2. what happens if the community likes the gameplay but you don't? is the map brought to a halt because you don't give it the stamp? or will you follow community judgement over yours?
3. will lack give you play testing abilities (create private games then delete them)?
4. how will you determine the balance of the gameplay? especially for the more complex maps?
5. what do you mean supporting various types of games?
btw congrats
natty_dread wrote:I was wrong
gimil wrote:DiM wrote:gimil's role is pretty simple but yours is way more delicate that's why i'm coming with a few questions.
1. the stamp i assume will be given when the map is still in ideas. but what happens if gameplay changes afterwards? will it be removed and the map re-evaluated? in case the new gameplay fails inspection will the map be moved back to ideas?
2. what happens if the community likes the gameplay but you don't? is the map brought to a halt because you don't give it the stamp? or will you follow community judgement over yours?
3. will lack give you play testing abilities (create private games then delete them)?
4. how will you determine the balance of the gameplay? especially for the more complex maps?
5. what do you mean supporting various types of games?
btw congrats
I cant speak for oaktown but this is my assumptions,
1. The stamp will be given out in the main foundry once or developed graphics are present. This to ensure that all the gameplay details are present and understandable.
2. Oaktown's job isnt to like/dislike gameplay, only to ensure that it is balanced.
3. Undiscussed
4. "Cant speak for oaky here"
5. He means that even though a map may be designed for a certain gametype:
e.g. standard, 4 player, esc, chained.
It should be reasonable playable in other setting.
DiM wrote:gimil wrote:DiM wrote:gimil's role is pretty simple but yours is way more delicate that's why i'm coming with a few questions.
1. the stamp i assume will be given when the map is still in ideas. but what happens if gameplay changes afterwards? will it be removed and the map re-evaluated? in case the new gameplay fails inspection will the map be moved back to ideas?
2. what happens if the community likes the gameplay but you don't? is the map brought to a halt because you don't give it the stamp? or will you follow community judgement over yours?
3. will lack give you play testing abilities (create private games then delete them)?
4. how will you determine the balance of the gameplay? especially for the more complex maps?
5. what do you mean supporting various types of games?
btw congrats
I cant speak for oaktown but this is my assumptions,
1. The stamp will be given out in the main foundry once or developed graphics are present. This to ensure that all the gameplay details are present and understandable.
2. Oaktown's job isnt to like/dislike gameplay, only to ensure that it is balanced.
3. Undiscussed
4. "Cant speak for oaky here"
5. He means that even though a map may be designed for a certain gametype:
e.g. standard, 4 player, esc, chained.
It should be reasonable playable in other setting.
1. i doubt it's true what you say. it would be sstupid to let a map get to the foundry before deciding on the gameplay. a map with horrid gameplay must be shot down or improved while it is still in the ideas. what's the use of letting a guy put several updates to move to main and then tell him the map sucks.
2. you got my point wrong. what if he thinks it's unbalanced but the community thinks it is balanced? what will he do? shoot the map or believe the community?
5. could be. i actually understood that for example magic is best played with fog and he will support this by promoting fog and letting people know. or something like that. but you may be right.
natty_dread wrote:I was wrong
rebelman wrote:I believe a good first test of these new powers is dustbowl - there are some clear gameplay issues with this map but i hope these can be addressed now as distinct from a rushed quench with these still unaddressed in response to the quench now brigade (which seems to include one of your fellow cartos on this one) ie the bonus structure and are the continents clear to your average player ?
yeti_c wrote:rebelman wrote:I believe a good first test of these new powers is dustbowl - there are some clear gameplay issues with this map but i hope these can be addressed now as distinct from a rushed quench with these still unaddressed in response to the quench now brigade (which seems to include one of your fellow cartos on this one) ie the bonus structure and are the continents clear to your average player ?
Woah there - I think that the Continents have been discussed and approved to be clear - and the call to Quench was made before your comment on the Bonuses... so that's a tad harsh?!
Now that you've brought up the bonuses though - yes I believe we need discussion on this point...
C.
DiM wrote:1. the stamp i assume will be given when the map is still in ideas. but what happens if gameplay changes afterwards? will it be removed and the map re-evaluated? in case the new gameplay fails inspection will the map be moved back to ideas?
DiM wrote:2. what happens if the community likes the gameplay but you don't? is the map brought to a halt because you don't give it the stamp? or will you follow community judgement over yours?
DiM wrote:3. will lack give you play testing abilities (create private games then delete them)?
DiM wrote:4. how will you determine the balance of the gameplay? especially for the more complex maps?
DiM wrote:5. what do you mean supporting various types of games?
Coleman wrote:All that is being done pre-final forge with xml is making sure you aren't trying to do something the xml can't do.
oaktown wrote:at the time I made Chinese Checkers it was considered one of the more complicated maps in the game, so I'm way ahead of you all in terms of game complexity!
But seriously, Coleman is going to be the last word when it comes to code issues. I think that I understand the site's XML possibilities well enough to recognize the impossible and give general advise, but checking code and specific troubleshooting will be left to the masters.
And note that I have not included XML in my list of game mechanics expectations - I agree that completed code should not be a requirement for a map to graduate to the Forge.
Users browsing this forum: No registered users