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Most urgent thing needed for SE

Sun, 02 Sep 2007 15:19:53

The 4th Class

Vote for what you think is most lacking, or what has been most neglected, up until now. Then, we will work on that like bitches until it's done. I think we should adopt a "this is final" approach: once we design something is good enough, we will vow never to touch it again until the first full release is out. That way, we can focus more on the other issues at hand. Agreed? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 02 Sep 2007 15:40:49

Crimson Wizard

I voted for maps, however, what I mean is geometry itself, not necessarily items/monsters/scripts, since many map design features would be available after coding.
Sun, 02 Sep 2007 16:21:18

RambOrc

This is completely pointless as people work parallelly, everybody in his area.
Sun, 02 Sep 2007 17:10:18

The 4th Class

On the contrary, I think it's the exact opposite of pointless. Once KA is out we should all sit down and discuss exactly what has been done for KRPG, and decide where we all need to work on most urgently. IMO we've got enough graphics and music to last us for years, so I think we can unemploy everybody working in those departments for the time being. Now that Rambo's unearthed both all these maps and a working storyline, we have to decide how many of them are still relevant. Furthermore, how many new maps do we need in order to satisfy the plot in the previous post? And most ppl here seem malleable outside their "areas" anyway, I for one enrolled as musician but I can make some decent SFX and maps for you guys. And Firebrand, the artist, did surprise us all when he hopped into the programmer's seat and take care of a lot of critical coding for us. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 02 Sep 2007 19:39:17

RambOrc

Well we are still waiting on your dungeon maps.
Mon, 03 Sep 2007 00:51:19

Firebrand

I voted for programming the most needed base stuff for it, in one word porting to Vavoom things that were already implemented in KMOD, like leveling system, damage skins, NPCs, etc. But to this I would add working on the storyline, since these two things are IMO the base we need for the rest of the things we'll implement, once these two are complete and in a stable state we can thn focus on working on maps, layouts, and everything else missing from it, that is going to be much faster to implement IMO, those are my two cents <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 03 Sep 2007 12:19:37

RambOrc

Me too, since this is a kind of no-brainer. Without the basic coding, we just have a regular Hexen megawad running on Vavoom.
Mon, 03 Sep 2007 13:28:14

Crimson Wizard

Okay,... agreed.
Mon, 03 Sep 2007 13:32:21

RambOrc

Not to mention map geometry is pretty much done, say 90% (the 10% is the few special maps still being created and the slight updates to the existing ones).
Mon, 03 Sep 2007 14:23:25

Crimson Wizard

Hmm, that sounds a real suprise for me. I took a quick look at them and they seemed rather unfinished. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Secondly, do you mean ALL the maps, or primary maps (for the main quest) only?
Mon, 03 Sep 2007 15:15:54

RambOrc

Not sure what you mean, 95% of the maps listed are maps of other ppl, made for the original Hexen, i.e. they are completely finished.
Mon, 03 Sep 2007 15:33:22

The 4th Class

[quote="RambOrc":1jl90k9m]Well we are still waiting on your dungeon maps. It'd be a waste to just design a map without any clear idea of where it'd fit in the game. I need details, man, details! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> [quote="RambOrc":1jl90k9m]Not sure what you mean, 95% of the maps listed are maps of other ppl, made for the original Hexen, i.e. they are completely finished. They made them for us, or they made them for independant pleasure?
Mon, 03 Sep 2007 15:38:30

RambOrc

You don't need to worry, I'm good at putting together incoherent crap and making it look like a cool cohesive unit. Since there will be a huge world with a travel mode between locations, locations don't need to mesh with each other. Also, many dungeons will be standalone, i.e. a cave or abandoned village or whatever out in the wilderness. You should really play Realms of Arcania I or II to understand how it works out.
Mon, 03 Sep 2007 16:28:29

Crimson Wizard

[quote="RambOrc":swz96zk8]You don't need to worry, I'm good at putting together incoherent crap and making it look like a cool cohesive unit. I see now you are a real proficient IT specialist. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Mon, 03 Sep 2007 18:54:39

Firebrand

[quote="Crimson Wizard":3plq956c][quote="RambOrc":3plq956c]You don't need to worry, I'm good at putting together incoherent crap and making it look like a cool cohesive unit. I see now you are a real proficient IT specialist. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> What I meant before was that once we have a more complete storyline, we can then "revamp" the maps to fit the locations they represent (changing textures, making missing rooms, adding/removing architecture, etc.), that will make production of maps faster, and since the base engine needs will be all set up, then programmers and anyone else interested will be free to make any maps they desire and complete the game faster IMO <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 03 Sep 2007 19:18:13

RambOrc

Only a small part of the maps is story bound, the rest only has to fit the world of Hexen. They'll be scattered around the world slice you can travel around in in the game.

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