Browsing the tag visions
Or how to manage content contributors, the experiment.

I've been curious for a long time on what makes FLOSS games fail in the areas of User Experience/Interface (UX, UI) and graphics, visual coherency, why they push second hand gfx next to ace grade gfx. In my search for an answer I decided to start a project of my own to gather some first hand experience.
The aim for this project will be to collect as much content as possible for a small and simple game, at the same time; avoid neglection of any UI or UX related issue. No need for ace grade gfx just visual coherency. To be able to finish this project in a reasonable time frame, I first decided on what type of game and which kind of theme it would have. My decision is based on personal preferences what kind of "simple" game would I enjoy? It feel down to a Tactical Role-Playing Game in a fantasy setting, like Tactics Ogre: The Knight of Lodis, Final Fantasy Tactics and Final Fantasy Tactics Advanced. Mind you, I'm only gathering content for it no code what so ever, that is for a willing developer to do if he or she find the time and will to do so.
I here give to you the mockup game;
Realp - Book of Tiny Bits

In my own estimation I already got enough game content to be able to make a game mechanics test. And this in a very short timespan. The question now is what do lead developers and project leaders miss when they do the same job. My answers at this moment would be; Time to communicate (beside the obvious; connections) here are some questions I find important:
- How does your contributor work?
- What does he or she need, to do the things you want to be done?
- Are the contributor able to work independently or does he/she need continuous guidance?
- If so how could you remedy that?

Don't mind the 2D, it will be in 3D as might be seen in the SVN. The 2D images everywhere, is my way of communication with contributors, in this case tidbit the 3D modeller.
How did/do I go about this project?
Well to know what content you need you must decide on a couple of things, some of them I already told you about (What kind of game). To list some of these decisions, here are some of the features I have in mind;
- Procedural map generation
- Movement by points of interest
- In-game scripting of unit behaviours
These help me understand what is needed; Without them I would miss much of the small things. So I actually think of this 'media pack' as a full game, that way I hope it will be much easier to adopt the media to other projects too.
I've been absent or inactive for an age it seems, no excuses needed and none supplied. Well I'm back and I will continue the content management research I started; Content Management and all things relative to that.
In fact I have already head started with a new project that I hope will generate something useful, at least we will get a series of articles about it.
For those who want a preview you can head over to the SVN and look at some odds and oddities pasted there. In short I'm going for a "full" media pack, doing all content that would be needed for a game
More to come soon.
Barra of FIFE-engine have started a new project (I did these). The new project PARPG (Post-Apocalyptic Role-Playing-Game), will be a Isometric RPG (2D) inspired by great games like Arcanum, Planescape: Torment and never forget the ass-kicking-games Fallout 1 and 2.
It's currently in the planning stage and that is fine by me, I like to see how new projects grow and fall. Not saying this will fail, I have all confidence in Barra's ability to make this float. What I really want to say is: "Now is the time to jump in!" as in this stage your thoughts will have a chance of greater impact, as when this is in a move it will be a lot harder to make changes.
Skills I think would be really useful at the moment are:
- Drawing - concept art and doodles
- Pen and Paper RPG experience - Creating a good gaming world (rule-set)
- Simple 3D artists - Fast models for rendering 2D graphic
So if you are interested you should jump in the IRC channel #parpg at freenode or the forum and write an introduction.
Once again my post will be influenced by m64's blogpost, this time around it's more about what was said on #freegamer at freenode (IRC) about the named post.
'Shared Worlds' might be a different thing to different people, but here it's all about sharing assets, history (I won't say story) and contributors.
There are some obvious problem with making/creating this 'shared world' without thinking; here I list the things that pops out of my mind:
- A lot of effort before anyone use it, if any will - wasted time for all
- Hard for people to contribute to a world that is "non-existent" no boundaries will lead to a unattractive bloated world
- Willing contributors without a common goal, leads to endless discussion
How can we remedy these problems before they occur?
There are some as easy solutions as there are problems; One is to use a pre-existent world, from let's say a game that is FOSS and don't have any connection to a closed/owned world, the bigger the game is the better. A problem here could be current lead manager not agreeing with this idea, to me that hangs on communication. So go out and find one for us!
Another way would be to set out from the real world, and adding some spice to it. Imagine technology advances stooped in the early 1920, Titanic (still a boat) got to it's destination, the Eiffel tower got blown away by gnomes who suddenly appeared from below.. (this could go on). But this 'solution' only solves the number two problem listed. On the other hand it will solve any legal harassment, depending in what we spice it up with. Any thoughts on this is greatly appreciated!
A way to simply solve the last of my listed problems is to get hold of a strong willed lead, someone or someones who can hold fast to a vision, pure blood into that, and make other people interested/fascinated. Is there a better way to make all who want to contribute, work toward a similar of not same goal?
Similar project that already are out in the wild got meantioned
They don't really cut the cake but they are worth research: Biggest and best of the mentions comes first Angels Fall First (AFF) - To me it is Star Wars and Star Trek sans aliens and Hollywood cliche, to bad this is not truly open for us. Second is the Tux world - to me this hardly even makes it to this list as it is somewhat lacking in ingredients, even white the aid of freedroid.
I almost forgot, go post your thoughts on the fgd forum too!
TheAnicentGoat, have been tinkering with a distribution system that would make it easier to:
- Get games
- Contribute
- Develop games
A Kitchen and Sink system to most of us, but that depends on how it is made.
Personally I want to make it easier for non-devs to contribute stuff like: sounds, 3D models and other non code stuff. Something else then SVN, git, bazaar and other similar system, which is both hard to use for most people not doing code, and a bit too official. And let's face it, they were not meant to manage the assets of games.
I would like to see a system that could handle feedback and gallery like features, and do this in a simple way. This is not what theAnicentGoat aims for at the moment, but I think it could be integrated in his Steam like idea.
The idea outlined by TheAincentGoat is more about making use of the community.
Building a community that is not aimed at one specific game, that could make contribution more common. If we find the way to make it easy. There are a couple of things beside registering to a forum, learning how to use a Revision Control system and becoming best friends with the project lead/developer, that hinders contribution as it is now. Minimising the fear of rejection and making it easy to test ones contribution is also of importance.
All these things is already possible, but it is far from working in a good way. How to solve this is what the current discussion is about, join in at IRC freenode #freegamer or in the forums.
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