My thoughts on the design document (post 1.0)
Posted: 02 Jul 2018, 07:23
My wishes are to have a simple Morrowind-like engine with more customizability of existing features. The post 1.0 design document seems to touch on that, with features such as:
Small launcher changes to make total conversion installment more elegant.
De-Hardcoding:
GMSTs
Fallback Values
Dynamic Stats
Attributes
Weapon Types
Armour Types
Specialisation
Magic Schools
Skills
Armour Skills
Weapon Skills
Magic Skills
Weather
Water
Magic Effects
Music
Character creation chaining
Level-Up
Those are literally all I'd ever wish for... well, add shadows and distant statics to that, since they are kind of expected by the player. Anyway, it seems we'd need some kind of way of handling the new skills and attributes through script. Since my wishes are rather simple, small additions to oldscript would have proved more than sufficient, with no reason to go as far as to introduce newscript. But it seems that since we're locked onto newscript now, I'm not going to try and swim against the flow.
The other features in the design document don't really seem to make OpenMW better for me personally. For example, I don't plan on making use of the vibrant AI-like features listed there. This particular feature is new rather than a customized version of an existing game mechanic. Like I mentioned at the beginning, my wish is for a customized Morrowind-like engine. I guess I'm not against it in such a way that I'd have it entirely deleted from the document as some people might actually want to see it implemented. But features like these seem like deviations from the dehardcoding goal that I'm mainly interested in.
So... those are my thoughts I guess. Do you think that the post 1.0 document contains a slight feature bloat?
Small launcher changes to make total conversion installment more elegant.
De-Hardcoding:
GMSTs
Fallback Values
Dynamic Stats
Attributes
Weapon Types
Armour Types
Specialisation
Magic Schools
Skills
Armour Skills
Weapon Skills
Magic Skills
Weather
Water
Magic Effects
Music
Character creation chaining
Level-Up
Those are literally all I'd ever wish for... well, add shadows and distant statics to that, since they are kind of expected by the player. Anyway, it seems we'd need some kind of way of handling the new skills and attributes through script. Since my wishes are rather simple, small additions to oldscript would have proved more than sufficient, with no reason to go as far as to introduce newscript. But it seems that since we're locked onto newscript now, I'm not going to try and swim against the flow.
The other features in the design document don't really seem to make OpenMW better for me personally. For example, I don't plan on making use of the vibrant AI-like features listed there. This particular feature is new rather than a customized version of an existing game mechanic. Like I mentioned at the beginning, my wish is for a customized Morrowind-like engine. I guess I'm not against it in such a way that I'd have it entirely deleted from the document as some people might actually want to see it implemented. But features like these seem like deviations from the dehardcoding goal that I'm mainly interested in.
So... those are my thoughts I guess. Do you think that the post 1.0 document contains a slight feature bloat?