Assemble your team. You have a project. - by Digital Nightfall
Goldmoon Dawn on 4/7/2011 at 21:58
electronic pest, please just go with it. If Koki wants to off himself, who are we to say no. Besides, some people treat the Thief Forums like they are CommChat for some reason. Drop a one liner regardless of staying on topic. It doesnt always work.
electronic pest on 4/7/2011 at 22:06
Quote Posted by Goldmoon Dawn
electronic pest, please just go with it. If Koki wants to off himself, who are we to say no. Besides, some people treat the Thief Forums like they are CommChat for some reason. Drop a one liner regardless of staying on topic. It doesnt always work.
Lol k, sorry for the wasted posts.
jtr7 on 5/7/2011 at 07:56
That's a big mushroom!
(El Diablo anda suelto)
Dia on 5/7/2011 at 15:00
This:Quote Posted by malau
Sliptip, Yandros, Schwaa2, Digital Nightfall, Purah, Dr K, Sensut, Saturnine - and all the other all time great level designers / story tellers would HAVE to be onboard. The best FM makers are real artists, and their work puts the OM's to shame.
And of course
Stephen RussellWho actually codes it I don't care, Eidos Montreal are one of the best in the business.
Xylon Bane would be forced to do QA though :-)
Do you mean Zylon Bane? I'd be concerned that having him do Q&A would be like waking the dragon (
BIG wink here). He once posted that there's an FAQ entitled, 'So You've Been Flamed by Zylon Bane'. :laff:
Never could find that FAQ, btw. :weird:
;) ;)
Renault on 5/7/2011 at 18:22
Simple, I'd just hire Randy Smith as the project lead and let him handle everything.
Goldmoon Dawn on 5/7/2011 at 19:20
Quote Posted by Dia
'So You've Been Flamed by Zylon Bane'. :laff:
That one always makes me chuckle. :cheeky:
Seriously though, just put Tim Stellmach in charge and let him hire whoever he sees fit. :ebil:
davehall380 on 6/7/2011 at 12:00
Get the development team to adopt agile development processes, and get the community / original team members to act as remote end users, acceptance testing etc.
To be honest there is a wealth of knowledge that is maintained and shared within the existing Thief community that can be called upon to provice their input, but as with modern software development houses they seem to let the business decide prioirties over marketable features.
But then again I have a cynical view :D
mothra on 10/7/2011 at 12:31
original staff from Thief as consultants, eric brosius as audio lead, the guys who did bodyawareness in Crysis and Mirrors Edge, the leveldesigners/artists from GSC (STALKER) + CDPR(Witcher) + FM authors, the dialogue writers for Alpha Protocoll, some guys that worked on ArxFatalis, propdesign by ACE Team, coding by Teddy (only good coder I know) - he worked on the dystopia mod and joined the batman AC team not long ago.
Preproduction should concentrate to pick out the core concepts of Thief1+2 and redefine them with current technology in mind. I would like to have a semi-open world which means:
core missions: they advance the overall plot
side missions: they give additional loot, info about maybe upcoming missions, maps, factions/guilds, the world
dynamic missions: they are generated within the world, small conversations about hiding places, other stuff to steal or persons to follow for more info, some secret entrances to houses and shortcuts around the city - depending on your advancement in the plot
random missions: go steal that ladys purse, plant it on her bodyguard, see him get fired and then loot her estate vault !!!! ( I wanna incorporate some kind of deception into Thief as well)
your way to the mission objective is part of the mission, no being teleported into the mansion - you have to find a way yourself
the living city/world:
economy system: able to buy info if you dont wanna do dynamic/side missions (less money for gadgets), gadgets, missions will affect economy (loot a warehouse - some faction will have less stuff)
guard system: if you loot a house or region too often (maybe even get caught), more guards will patroll with a higher alert, more AI states
faction system (for non-core-mission-critical factions/guilds): rather than having a numeric system where 4 missions for a faction give you respect and access to better equipment you should have missions that give you info about the faction, you learn who is the key personell and THEN you decide to impress/work for them to get access to their faction "perks" (info, gadgets, missions or just safe passage) or loot them for respect by their competitor
living environment:
dynamic weather: storms, rain, snow, - they all affect inside and outside conditions for thieving,
what looks like it can be manipulated should be
the thief:
yes, many people hate it but I love it: body awareness as part of the interaction with the world. that includes the movement system, audio, fov, leveldesign and "enemy" AI.
what looks like it can be mantled/climbed - should be
the living story:
I would love for Thief to show repercussions of my decisions: which missions I take, how I complete them, even the order in which I do the missions should affect future missions (difficulty, availability)
difficulty system advanced (choose a preconfigured setting or):
you can choose how you wanna tackle a mission: apart from the usual: loot x, loot x+100, no detection you can configure almost everything about a mission:
enemy AI states, delays, duration for states, search techniques deployed, reinforcement system, will they get help from outside (e.g. city guard block off escape routes) on detection, will they react to rearranged furniture ?
will the game dynamically place loot to compensate if you forgot to gear up properly for a mission ?
SDK