Re: The Friendly Neighborhood Systems Analyst Asks: Please Take this Survey!
Posted: 28 Jun 2019, 02:00
Ultimately since this is FOSS, I can and will, when I'm ready, assemble a crew and make the CS into a very powerful IDE that allows for easy management of more sophisticated dialogue trees, more simulation elements, involving stealth, crime, ecology and economics, UI customization for dialogue boxes, and more event driven adventure elements. Animation editing and animation conversion ought to be projected features for which the IDE is in dire need of an additional team.
Following the design and aesthetic philosophy of the original CS isn't going to cut it; it's an ergonomic train wreck. As for the engine, more advanced physics and lighting generally only add more bugs, glitches and hilarity. They add little or nothing to game-play, story telling, and often even simulation, for an RPG. Ultima Underworld sure as hell didn't need them. And for that matter, what point is there for this engine, which has been on such a long and fascinating journey, to be mentally soft locked into mostly supporting games that at the end of the day are really just glorified ego trips for the player? A more sophisticated editor will facilitate more sophisticated mods and games.
I think It's telling that poor Qarl's TU mod is a mess and doesn't work with OpenMW. It's not just the hot garbage that is mwscript...
Ultimately, the point of what might seem like pointless blather to you, is that the focus on the engine at the expense of the CS is rather short sighted. I'm not asking the current team for any of this, I'm telling you this needs to be done and will be done, sooner or later, by either team I assemble or someone maybe even more patient but also desperate.
Following the design and aesthetic philosophy of the original CS isn't going to cut it; it's an ergonomic train wreck. As for the engine, more advanced physics and lighting generally only add more bugs, glitches and hilarity. They add little or nothing to game-play, story telling, and often even simulation, for an RPG. Ultima Underworld sure as hell didn't need them. And for that matter, what point is there for this engine, which has been on such a long and fascinating journey, to be mentally soft locked into mostly supporting games that at the end of the day are really just glorified ego trips for the player? A more sophisticated editor will facilitate more sophisticated mods and games.
I think It's telling that poor Qarl's TU mod is a mess and doesn't work with OpenMW. It's not just the hot garbage that is mwscript...
Ultimately, the point of what might seem like pointless blather to you, is that the focus on the engine at the expense of the CS is rather short sighted. I'm not asking the current team for any of this, I'm telling you this needs to be done and will be done, sooner or later, by either team I assemble or someone maybe even more patient but also desperate.