Renault on 25/8/2014 at 02:02
24 hours seems way too short. I would say give each author between three days and one week, dependent on how many people are involved.
fibanocci on 25/8/2014 at 06:59
It will take some time to check whats already been done and what could be done. 24h is not enough to get in touch with a map and add the stuff you want.
Questions will arise: May I change that ugly skybox and the ambient light?
nicked on 25/8/2014 at 11:44
The mission from the start of this thread is lost btw.
If someone wants to do a Chain Project 2, they'd need to start again.
GORT on 25/8/2014 at 19:54
So... Should we start on one with this existing plan, or should we start something different? Either way, I should be able to jump in.:thumb:
Zoro on 26/8/2014 at 07:03
I would like to participate in building open community level, that sounds really fun.
gamophyte on 26/8/2014 at 08:53
I have always thought about this, but I started thinking, we all have really different build styles. It may not work as imagined. Maybe if there was a work flow like layers, each layer being a categorized job - per person. Some are better at categories such like Finishing touches, Large areas, texturing, sound engineering, object populating, element pro(fire, water ect), and others I'm sure.
Another idea is a persistent online level that builders earn credits to build on plots. Then buy AI and AI hardness to populate their estate to guard. No quick load/save, if you die you lose your money. You can also get robbed. You can thief for money ect. Obviously large amount of programming for that idea.
Dale_ on 26/8/2014 at 16:15
Well, I'm sure the different build-styles would show in the final product but maybe an easier way to go about it would be if each Dromeder for the most part just made their own area with all the finishing touches, ambients, AIs etc and connected it to the rest? Obviously in a way that wouldn't be completely nonsensical.
Say person 1 starts building the first floor of a mansion, person 2 builds a garden around it, person 3 builds an underground tunnel/sewer area, person 4 adds two more floors etc... you get the idea. Each Dromeder would be allowed to make subtle changes to the other areas for the sake of story/puzzles/continuity... say adding a lever somewhere, a readable, a hidden object etc...
OR... maybe I should look into how Chain Project 1 was actually done and then talk, eh? :D
Xorak on 26/8/2014 at 21:17
I wish there was a way to make such a level and have the sections merge together more convincingly, rather than chunks that are connected by tunnels and teleport-traps. I'm absolutely all for each author having a completely unique style, but I guess I'd rather have a player open a door and confront immediately a different area, rather than opening a door, running down a long and empty tunnel, and then emerging into that different area.
Dale_ on 26/8/2014 at 22:15
Quote Posted by Xorak
I wish there was a way to make such a level and have the sections merge together more convincingly, rather than chunks that are connected by tunnels and teleport-traps. I'm absolutely all for each author having a completely unique style, but I guess I'd rather have a player open a door and confront immediately a different area, rather than opening a door, running down a long and empty tunnel, and then emerging into that different area.
That's kind of what I meant. Just with the caveat that we wouldn't interfere too much with the other people's sections.
So, let's do it. Who wants to start?
R Soul on 26/8/2014 at 22:17
I like the idea but I think the plot should be in the hands of one or two people to keep it coherent. The community thing should just be about the building and object placement.