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Topic: [General] What is the most limiting factor? |
rickmus~rb |
General Member Since: Dec 23, 2006 Posts: 342 Last: Dec 23, 2006 [view latest posts] |
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Lacutis~rb |
General Member Since: Dec 23, 2006 Posts: 105 Last: Dec 23, 2006 [view latest posts] |
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=>XentorMan<=~rb |
General Member Since: Dec 23, 2006 Posts: 4 Last: Dec 23, 2006 [view latest posts] |
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The Bag~rb |
General Member Since: Dec 23, 2006 Posts: 7 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Saturday, Jan. 18, 2003 11:47 am |
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I think one of the most limiting factors for mod teams is time. One of the advantages we had while working on 'Midget Wars' (beta 1) was that we worked on it full time for ten weeks - as part to the 'Dare to be Digital' competition ( http://www.interactivetayside.com/dare), but now I'm back at university doing my senior honours year we've only been able to release one small update. Another limiting factor can be peoples attitudes (I'm fairly sure this doesn't apply to anyone here) - members of the team that cannot be bothered to put the effort in, learn something new. I think people who act like this are more of a limiting factor than lack of documentation or such, as anyone who puts the effort in can learn to work with anything, despite lack of documentation or access to engine details. A personal example is that none of the 5 of us who made Midget Wars had never worked with Q3 before, but by a couple of weeks in we were fluent in the workings of the Q3 code. I think all the reasons mentioned in this thread can have an effect. For example lack of documentation can make people reluctant to learn to use the code/tools. |
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FliX~rb |
General Member Since: Dec 23, 2006 Posts: 8484 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Saturday, Jan. 18, 2003 12:01 pm |
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Quote (The Bag @ Jan. 18 2003, 5:47 am) | Another limiting factor can be peoples attitudes (I'm fairly sure this doesn't apply to anyone here) - members of the team that cannot be bothered to put the effort in, learn something new. |
yea this is a big problem, weve seen it in our star gate mod, thats why we have lost a lot of members allready, because some just do notin, even though they promisse to do this or that....
as main limitation i see that often the SDK get released very late... they should allways be included with the game CD like 4 instance UT |
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cduke~rb |
General Member Since: Dec 23, 2006 Posts: 2 Last: Dec 23, 2006 [view latest posts] |
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Lacutis~rb |
General Member Since: Dec 23, 2006 Posts: 105 Last: Dec 23, 2006 [view latest posts] |
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UniKorn~rb |
General Member Since: Dec 23, 2006 Posts: 1291 Last: Dec 23, 2006 [view latest posts] |
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FliX~rb |
General Member Since: Dec 23, 2006 Posts: 8484 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Saturday, Jan. 18, 2003 11:34 pm |
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Quote (UniKorn @ Jan. 18 2003, 4:02 pm) | I kind of disagree with that. If the map is too big, the fun factor imho disappears when you have to walk for 2 mins, get shot and walk all over again... |
well that depends if u play EF (sorry to say this) with a small comunity big maps arnt as much fun but in BIG comunties with 32 ppl per map a nice big map can be gr8
and in SP big maps are better obviously... |
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Lacutis~rb |
General Member Since: Dec 23, 2006 Posts: 105 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Monday, Jan. 20, 2003 02:15 am |
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Quote (UniKorn @ Jan. 18 2003, 4:02 pm) | I kind of disagree with that. If the map is too big, the fun factor imho disappears when you have to walk for 2 mins, get shot and walk all over again... |
I'm a big promoter of Coop single player, and in order to do really nice coop sp levels, you need the ability to have large maps. |
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