thief.in.thievery on 6/7/2013 at 20:44
You was warned. A lot sentences with question mark at the own ends are incoming.
Quote Posted by muncadunc
The Dark Mod already has the gameplay- it has stealth mechanics, AI, models, textures, scripts, object systems, the whole nine yards.
I'm that happy that The Dark Mod have _
OWN_ gameplay.
But
again
what relation has The Dark Mod gameplay to the Thievery gameplay??
Both game stealth mechanics? Oh really?
Well, this is absolutely not enough.
I repeat. What about Team Deathmach?
How The Dark Mod support all issues of Thievery Team DM?
Quote Posted by muncadunc
Anyone who wants a multiplayer Thief-like is free to add the multiplayer code.
Thief-like multiplayer is a sad Coop.
Believe me, if you don't know youself, that Thievery-like multiplayer is absolutely different thing then Thief-like multiplayer.
For example what about Thievery-like AIs? They are also could live in The Dark Mod universe?
Quote Posted by muncadunc
Much less work than re-implementing all that in CryEngine- which doesn't handle interior environments well due to its reliance on prefabs.
Perfect!
So CryEngine couldn't handle interior environments.
So The Dark Mod could handle Team Deathmatch and Thievery-like AI?
You're as much specialist in CryEngine as you're pro in Dark Mod, right?
So what is your verdict about Team DM and TUT AI?
Why you're sure that it's possible to write stable multiplayer code for Thievery (in gameplay of which you're not expert, as I see) on the base of The Dark Mod?
thief.in.thievery on 9/7/2013 at 20:42
Quote Posted by nbohr1more
There general premise is that Thievery ... fundamentally trying to approximate Thief style game-play.
Your statement goes against years of Thievery players experience which was perfectly accumulated on Thievery forums.
Looking on this fact the only thing that I could ask you is just where you read such genius idea about approximating.
Quote Posted by nbohr1more
If that is not Thievery 2's intention then...
It's a public information that Thievery 2 developers are die hard Thievery players.
So there's a zero chance that they will not make Thievery 2 that will be not like Thievery 1.
Even if these devs don't say a thing about their project on project web page.
Quote Posted by nbohr1more
...so be it, the two should not be compared.
If Thievery is in-fact a variation of Thief style game-play then a new version would presumably benefit from pre-existing work in the same realm, no?
Basically two games with own unique traditions each couldn't be compared.
I'm not the part of Thievery 2 team, and I think that using the same settings again isn't look very inventive.
Team Deathmatch with Stealth elements (this is Thievery gameplay) easily could be transferred to the more modern settings.
For example to the Kingpin: The Life of Crime.
Thief and Thievery is based on medieval theme partially.
And medieval game theme is so so spoiled nowadays.
There's not point to use swords and castles again and again.
Quote Posted by nbohr1more
1) Create Thief style assets (AI, Models, Animations, Sounds, Textures, etc)
It's dumb to create another Thief.
What would you say modeller and animator, if that would your own dev team?
"Sorry, guys, you must create another not unique model.
No. I can't promise you that such uninventive way could make you famous."
Repeat the same for Sound and Texture Artists, please.
Quote Posted by nbohr1more
"how hard is it for the average mapper to make new missions"?
Nice question... For you.
Quote Posted by nbohr1more
to do anything other than sculpt terrain in Crytech you will need to make models? You can't make buildings ... from editor brushes
Even in Thievery (10 years ago!) the building room could be done more faster and with the less amount of operations with the help of model making program.
Quote Posted by nbohr1more
If mappers also need to be modelers then that significantly reduces the possible map contributors to the project.
I doubt that mapper skill and modeler skill in one person is so rare occasion nowadays.
The enough amount of good playable maps in Thievery (at its beginning) were created by Thievery coders.
People who are able to create successful map concept and test prototype preciously.
You have no idea about Thievery as I see, so I'll tell you that its gameplay don't need big maps (this is multiplayer) - less work for any mapper.
The size of good map couldn't be too bigger comparing with the distance of sound propagation. In other case thieves enemies (guards) couldn't guard that map.
Quote Posted by nbohr1more
1) How much longer is this going to take than a hypothetical use of (anything from) TDM as a base?
For me personally it doesn't matter how much time some stuff will take.
As for deciding such question I'll say that such global tasks will take insane amount of time.
Obviously it's work for coder.
Thievery 2 has "luck" to have coder that was on his position from 15 Oct 2004 (!) -
(
http://forums.blackcatgames.com/showpost.php?p=250520&postcount=1) .
Now this person is marked as just a "consultant" on Thievery 2 team page - (
http://www.moddb.com/company/thievery2developers/members)
And Thievery community (still) don't have playable Thievery 2 release.
This could well describe how fast things work in some dev teams.
Quote Posted by nbohr1more
2) Will the mod die before it completes all that work?
Even without publishing here some insider information, anybody could check Thievery 2 forum web page - (
http://www.moddb.com/games/thievery/forum)
I don't think that Thievery 2 devs want to take some additional responsibility and keep potential Thievery 2 players tuned at least with the help of own forum.
All that they give is the announce of the future release - (
http://www.moddb.com/games/thievery/news/may-2013-update)
Guess who made this announce? It was retired Thievery 2 leader (!).
And this former leader was retired at the moment when this message were made by him (!).
Current Game leader didn't made such important announce himself. (maybe he's not very brave?)
But, hell, Thievery 2 had a lot "former leaders".
It's not so important which specific "former leader" made another "smart" thing (fail).
Quote Posted by nbohr1more
Will the mission editor be enticing enough to gain a decent amount of mission authors?
Once again, you don't know what is the Thievery Multiplayer.
From a billions of custom maps only 3-4 were playable.
Ofc responsibility for this goes to the Thievery Team.
Cos playable map for Thievery could create only talent and skillful mapper
or
mapper who had inside information from Thievery dev team (has private relations with the Thievery authors).
Quote Posted by nbohr1more
Will the Thievery 2 team (themselves) create all the missions (negating the need for question 2)?
Thievery 2 team made even worse decision.
They created tutorial for converting maps from Thievery to Thievery 2 -
(
http://www.moddb.com/games/thievery/tutorials)
And they do this stupid thing (converting) themselves also.
Thanx god, all Thievery players gone to RL, so they wouldn't blame Thievery 2 for this.
Basically it will be not possible play Thievey 2 for Thievery player.
Cos map will be the same, but ...hm with better graphics.
I must to say that map knowledge is very very important in Thievery gameplay.
So oldschool player wouldn't be motivated to play the same "new" map.
Quote Posted by nbohr1more
Don't let anyone tell you that it can't be done. It just looks like a risky move from an outsider's perspective.
Well, having developers in Thievery 2 Team who even hasn't own gamedev portfolio each is enough risky.