AntiMatter_16 on 2/9/2014 at 07:22
It seems like most people that are interested want a longer time frame, so let's go with that. We'll give it a 72 hour limit, but you can finish and upload your changes any time before then. If you (yes, YOU) would like to start, simply say, "I'd like to start," then post the mission when you're done. It'll be first come first serve after that. If no one else has claimed the chance to work on it, simply say that you're claiming the opportunity to work on it.
nicked on 2/9/2014 at 11:40
This'll work if you're strict about the time limit. Make it clear to everyone participating that if the updated file isn't received within the time limit, their work is lost and the next person gets a go with the file from 72 hours earlier.
Zoro on 3/9/2014 at 04:50
I'd like to start now.
from: 15:50 (UTC +10:00) 3th september
until: 15:50 (UTC +10:00) 6th september
Yandros on 3/9/2014 at 18:03
Are you all starting from scratch? Or from some base mission?
AntiMatter_16 on 3/9/2014 at 21:57
From our PMs, I believe he's starting from scratch.
R Soul on 3/9/2014 at 23:40
I think a 72 hour limit is still too short. A week would give people time to make something and then figure out why it won't optimize.
;)
LarryG on 4/9/2014 at 01:03
Here's a thought from the past. What about taking Thief back to it's roots.
Quote:
The game-concept in
Thief was developed in stages. We actually started off with a completely different game—
Dark Camelot—where it was this, sort of, Arthurian setting, but Mordred was the hero. King Arthur was this, you know, corrupt despot. And there was this, sort of like, swashbuckling fight of the underdog-against-the-opressor.
---
Tim Stellmach, Lead DesignerThe tag-team approach could work if there was an over-arching storyline that everyone agrees to. You all are thinking architecture when you should be thinking plot and game play.
Just my 2 cents. I doubt I'll ever have time to participate, but that's how I would set it up.
AntiMatter_16 on 4/9/2014 at 07:52
My original idea was that this would basically be a sort of group "doodle". Not a complete FM, but something you could pick up for a few hours one evening, then post it back and be done with it, unless you felt like taking another turn later. That's still an option if you like, but I'm surprised everyone seems so interested in investing what seems like a lot of time. It does sort of mirror some of LGS' development, in that you had several people working on a single level, though I'm not sure what sort of plan they had for it.
Yandros on 4/9/2014 at 11:53
It would be amazing if the .cow files could be branched and merged in something like Github or SVN, as that would truly allow for collaborative development.
AntiMatter_16 on 5/9/2014 at 08:25
At the very least, it's possible to import multibrushes, so you could import complete level areas you've made elsewhere. There's no limit on anything like that.