I call shenanigans on this. We have quite comprehensible lists of where we need help. We have requests for 2D art, models and maps in the artwork section. For coders, there is a list of features to implement on the TODO, as well as on the Proposals section on the wiki. Hell, people can even come up with stuff we didn't ask for, and we'd be happy to use it, testament Sitters' contributions in the past.
Im the one calling shenanigans on it. This is from the NEEDED MODELS post in the Artwork forum. It would seem like the proper place to look right? But this is how up to date it is.
« Last Edit:
November 21, 2007, 10:39:54 PM by Winter »
From the Armour types and their models - PHALANX
« Last Edit:
February 13, 2008, 08:20:46 AM by Mattn »
The only topic up to date is the UFOPaedia images, the wiki and TODO list is listing some of the stuff as WIP since 2007, some of the requests are seriously lacking information.
If you think the developers don't specify what they want from contributors, then that's because you haven't looked.
That's exactly what im ranting about. Where should i be looking when there is outdated and incomplete information everywhere, why should i have to look and find it across the pile of stuff in the first place? It's extremely confusing for absolutely nothing. Why is it not simply organized in a simple way in a single place and updated frequently? I think it's time you guys do some serious cleanage with both the forums and the Wiki because for any newcomers, it's extremely confusing to know where to look for accurate information as to what needs to be done.
Now I'm beginning to really suspect you don't know what you're talking about. Not a challenge to find artists? Capital. Then, given the aforementioned existing lists of stuff we need, I cordially invite you to find us some artists. Seriously. We'd be grateful.
I can point you out ways to gather artists, you know they won't magically appear in your face, you have to look for them. Simple way, start advertising and sending private messages, you already have solid and playable material, it's extremely attracting to anyone practicing their skills. There is talent everywhere just waiting for such propositions, this is the project leader job to find the ressources he need. Two example really quick, just search a bit for communities.
Newgrounds.com
A community focussing on Flash development both in game and animation, there is coders, artists, voice actors and musicians in there.
Here is a thread containing work from various 3d artists from all skill level.
http://www.newgrounds.com/bbs/topic/693236Another pool of talent,
http://forums.cgsociety.org/Its a forum dedicated to modelling, animating and texturing, what else could you ask for? If you feel like it, attempt to enter in contact with the owners and try to get your project advertised for a modelling competition or something. As i said you have the playable material, go for it and exploit it.
Just with those two, you should have plenty of potential recruits. Those places are training grounds buddy, the talent is all over the place and it's just asking for projects like this. It gives the artists the practice they need, the application of their models in a game (which is good if they want to get in the industry) and the motivation to keep practicing their skills.
There is currently no encumbrance in the game. I only described what I had in mind - not what was in the game! As for the exact effects of the weapon stats, it's basically just accuracy. I see no point documenting this in the game. The higher the stat, the better the soldier is at that weapon. How hard can it be?
Once again it's kinda confusing because ingame, some weapons make reference at needing specialized equipment or requires strength but can be equipped. I don't know but when a piece of equipment is saying in the description ''assuming they can lift it'', the gamer is making immediately the link with strength. You know it kind of make you wonder what the hell is the point of strength in the first place from a gamer perspective. When i meant Stats, im not talking about Close, Assault, Explosives and weapon stats but the attributes, you know, speed, strength, mind. Unless you look at the wiki, you have no clue what they are really used for, why? They have no description in game, it's not documented anywhere, it's not even in the Ufopedia. You have to put yourself in the gamer skin there, seriously not everyone is going to look up the wiki and start digging information.
The only difference between the PBWs and other weapons is that you have to research the ammo separately, and that you can't produce that ammo. The rest of your claims are bull.
A load of bull? This call for screenshots, unless you never played your own game you can see what im speaking about here. One has no stats or description but can be used in combat and the other has every info needed. Also don't get me wrong but damage type would be a nice addition to the information of weapons. Im talking about the relation it has with the armours protection, i know you can guess what is what but in the case of some weapons like the Bolt Rifle, it's not exactly clear and is different ammoes changing the damage type? aka: plasma grenades vs normal grenades
http://img15.imageshack.us/gal.php?g=ufo1v.jpgOkay, I'll admit I didn't quite understand what you were trying to say with this last part, so maybe I'm missing the point here, but what you describe sounds like something we don't need. We're not some big corporation with 500 members that needs memos and distributed design. We're making a game, everyone knows what the game is about, and some people know more about some parts than others. As for the shape of the "final" product, we make that up as we go along, as I said. You say we're crippling ourselves, but I beg to differ. It's precisely the overdone beaurocracy you're suggesting that would choke the project to death.
You are not a big corporation, you are a dev team relying on the help of others, if anything that just prove my point even more. A dev team of average size is maybe 50 people within a ''big corporation'' and requires organisation to keep everything flowing and make sure everyone is headed in the same direction. Here it is, how do you communicate your vision to those who are not currently part of your small team? The answer: you can't because you have zero documents or structure for the newcomers. That is alarming, why? Because the team as it is will not be eternal, people leave and people join, you need to leave some vestige behind for others to keep up. You see where i am going with this? If you fail to see the problem in that, i don't know what to tell you. Not having design documents = bad design, pure and simple. Its not bureaucracy, it's called a structure, a basic layout that anyone can at first sight know what the hell it is about and where they are going. You need simplicity, which is found in a basic structure that everyone can quickly identify. From my own experience, it's what you are doing that chokes projects to death, the only sucess i had was when i had a very clear focus, organisation and direction. Your methods scares any potential recruits away since whenever they want precise information they need to run up to you and ask about it or dig up the mess that is the wiki and forum. I challenge you to ask on any board about game design if developping within your head as you go on with a team around you is a good idea. Professionals and amateurs alike will tell you that you need some sort of documentation.
In any case, i don't think there is any point arguing with this anymore since your position seems to be what it is and won't change no matter what arguments i may bring to the table.