Scale?

Scale?

Postby xahodo » 28 Jul 2012, 11:51

Is this game going to be a large scale game, or a small scale game? Small scale means different design decisions then large scale.

Here's what ought to happen with small scale:
  • Fewer creatures per player;
  • Smaller maps;
  • Less UI;
  • More micromanagement (yes, it's present in DK);
  • (code)less pressure for performance;
  • (code)less worries about memory management;
  • (code)less worries about where information is stored;
  • (code)no need for threading (usage of multiple cores).

...and here's what happens with large scale:
  • More creatures per player;
  • Larger maps;
  • More UI (especially in the management department);
  • Less micromanagement (can still be present, though);
  • (code)more pressure for performance;
  • (code)a need for additional algorithms (flocking, for example);
  • (code)more worries about where information is stored;
  • (code)threading might be a good option (usage of multiple cores).

All this might seem insignificant now, but this decision needs to be made. Otherwise code is being produced without a clear direction and results might be undesirable.

Large scale vs small scale also tends to change what's needed for game-play.

So, what is needed to know:
  • Maximum number of creatures and traps possible;
  • Maximum size of the map and if it has multiple floors (how many at most) or just one;
  • To what degree the engine and user interface can be influenced by scripting.

Making decisions like these early on makes sure the coders know what is needed. This helps with the development pace.

Also, is there a wiki around where documentation on what the current thinking is on this game is stored? This wiki could host documentation on the design decisions made (to prevent recurring discussions). NOTE: this is not the same as a design document.
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Re: Scale?

Postby oln » 28 Jul 2012, 12:03

The wiki is here: http://opendungeons.sourceforge.net/w/index.php/Main_Page. However, I don't think it has been kept up to date, except for the faction/creatures part. So if someone wants to volunteer to create a page and document the design decisions we are making that would be great.

As for scale, I think it might be best to start out small, but other than that I don't have a preference.
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Re: Scale?

Postby paul424 » 28 Jul 2012, 12:15

Actually the example of Black and White game is example of both large and small game. At the beinning of the play you can manage the villigares to do tasks ( like woodcutting, woodcraft , procreate ( err or how it/s called in English ) , fishing, etc which can quicker push you to desired development model , resources gathered etc. After capturing several villages micro is no more feasible , the usual result just does not pay off, juggling villagers around is too though for a piece of wood or food ... you should spend time doing other quest. So in our game creatures should find the task for themselves (if they want to ) , or they do what they are told ( but that should be up to they eagerness , discipline factor, laziness etc . ) .
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