Post 1.0 Plans

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
LordInsane
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Re: Post 1.0 Plans

Post by LordInsane » 13 Aug 2018, 12:57

I've read it, but I'm not savvy enough to make any real comment (other than to see that it did not seem as if something like the feature suggestion I've made in that forum is part of the document).

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lysol
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Re: Post 1.0 Plans

Post by lysol » 13 Aug 2018, 13:20

Zini wrote:
13 Aug 2018, 09:17
Is anyone actually reading the post 1.0 document? :(
Most of us are...
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austen1000
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Re: Post 1.0 Plans

Post by austen1000 » 13 Aug 2018, 23:51

I started reading a while back, but just have not had the time to to sit and read the whole thing, due to school (had to take a summer class before the current semester began) and rl in general.

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MinerMan60101
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Re: Post 1.0 Plans

Post by MinerMan60101 » 14 Aug 2018, 04:20

Atahualpa wrote:
13 Aug 2018, 09:25
You can find Zini's (rather strict) standpoint here: GUI. I guess that the GUI's customisation is going to be a hot topic in future discussions.
Yet another MWSE v OpenMW controversy in the making, it seems.
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kuyondo
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Re: Post 1.0 Plans

Post by kuyondo » 14 Aug 2018, 04:49

MinerMan60101 wrote:
14 Aug 2018, 04:20
Atahualpa wrote:
13 Aug 2018, 09:25
You can find Zini's (rather strict) standpoint here: GUI. I guess that the GUI's customisation is going to be a hot topic in future discussions.
Yet another MWSE v OpenMW controversy in the making, it seems.
It is inevitable. Although I would like to believe that anything made in MWSE currently, may work in OpenMW later. As long as theres people willing to make it a reality.

Teri
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Re: Post 1.0 Plans

Post by Teri » 08 Nov 2018, 15:38

As far as I could tell, as a player, it just seemed to play non-combat music in sequence.
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Zini
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Re: Post 1.0 Plans

Post by Zini » 09 Nov 2018, 13:33

Clarification: I don't have a strict standpoint in regards to GUI (at least not in this context). Please don't put words in my mouth.

Admittedly I don't like the idea of a fully customisable GUI, because I think having a lot of GUI in an immersive 3D RPG is poor game design (we want to do things in the world, not in the GUI). But that is just an opinion and the GUI section in the stage1 document is only the first step. We may re-evaluate the GUI situation later (stage2 and beyond).

testman
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Re: Post 1.0 Plans

Post by testman » 09 Nov 2018, 14:18

I do believe that if OpenMW aims to be engine used for more than just Morrowind, then it would make sense to have fully customisable GUI, as that would allow game developers to make GUI fitting to the non-Morrowind game that would use OpenMW as it's engine.

i30817
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Re: Post 1.0 Plans

Post by i30817 » 11 Nov 2018, 06:33

In this particular case i agree with the devs. Both in that 3d world interactivity is superior for immersion to GUI elements, and that the actual GUI should be tightly integrated to the engine - because of things like 'alternative controller systems' (say, mouse click to move, or controller only), sorting, filtering etc, if they're ever added need to be thought out in conjunction with all of the guis and having a mod introduce a gui that won't ever work with a controller would deflate features like this (for instance).

Even if programmable would allow some genius modder to implement 'command and conquer n'wah' or other kinds of neat minigames (i remember a - cool - snes rpg game that was 20% minigames like this one for each of the 9 or so characters, and i wouldn't say no to a mod like that).

Or oh, 'beat'em'up' in morrowind. Now i'm convincing myself otherwise...

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