![]() errors on stuff in game are caught quickler than they otherwise would have been.)Īs for a perceived lack of direction, I can see that very much being the case on a small scale (we don’t have any small scale projects right now that MZ has explicitly pointed community development toward), but we do have the direction on the large scale of getting the Syndicate and Navy campaigns done (to note, someone has picked up the Navy campaign development from Kiko) so that v1.0.0 can be a thing. ![]() #3120? #3761? There’s clearly still a high level of scrutiny being put on PRs before they’re merged, even if small errors do get through small errors have always gotten through, even in the past, but we’re just catching them very quickly, so it may be giving the illusion of a lack of quality control upon merging PRs simply because the quality control is actually now so high on stuff actually in the game. While there have been a number of commits based around fixing errors in previous changes (there’s been 100 commits since any collaborator made a change, and it looks like 17 of those were fixing errors in newly added content, even less so if you don’t count stylistic changes), I’d say we’re FAR from doing little play testing and quality control. Only now am I getting to working on entirely new content that wasn’t already a PR or isn’t tweaking stuff in game. To be fair, at least for me, the time since receiving collaborator access has been focused dealing with all these PRs that have been open for quite some time. In addition: use these projects as a model to focus development of the game as a whole. Add them to a syndicate/navy project that encapsulates all the issues relevant to the development of these campaigns. If you're explicit in what you want contributers to focus on, the project as a whole can move forward, without wasted work, and without disgruntled contributers. I had hoped the new collaborators would take a more "organizational" approach to development to remedy this, which is why I suggest the above. This both preserves content that gets created (regardless of whether they commit long term or not), and avoids pushing unfinished content on users.Ī bit off topic now (and I'm gonna be a prick again), but still relevant, is that the major development hurdle for this particular project has been a lack of direction from right from the outset. I'd like to suggest a moderate approach, wherein the collaborators use the projects feature of github to make a series of syndicate/navy issues where folks can weigh in and/or contribute to these specific storylines. I do think that a focused development effort towards these storylines in particular is important, as most of the development in the last month or so has been (forgive me in advance, but I couldn't think of a way to phrase this without sounding like a prick) either inanities that don't move the game any closer to 1.0, or bug fixes for poorly tested/reviewed content. the major drawback of RAD development), and while that's fine for testing experimental features, I don't think it's a good fit for storyline development. The new collaborators as a whole seem to be pushing a development environment with very little play testing/quality control (ie. ![]() My main worry would be for new players who don't know the storylines and who get frustrated because they get stuck somewhere waiting for more missions to be made. I know veteran players will have no problem just hitting the end of the navy, realizing it, and restarting / save editing as necessary to continue. The only good solution I can think of is that at the end of whatever Syndicate and Navy missions we have should be some kind of "change sides" mission that moves the player over into the FW campaign at the appropriate point. The only concern I have is that players may get stuck on it as they go down that route until it ends, and then have no way to continue on to the Wanderer campaign due to missing content. Even if a subsequent campaign completely erases and replaces all those missions, they can still provide valuable inspirational benefit in the meantime. Having the intro to the Syndicate and Navy missions may provide a foundation upon which others can likewise build those stories. Well, just throwing the intro out there is basically what MZ did with the Remnant, and that was enough to spur me into writing everything in the Remnant Content PR.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |