We've recently been having a great conversation -- in multiple threads -- on the subject of gameplay configuration options. How much variety is right for the kind of game that Limit Theory wants to be?
It occurs to me that this is just the kind of thing a Polls section might help with. Cast your vote! Let Josh and everyone else know your preference, and feel free to comment below if you'd like to explain your vote.
Note: by "gameplay" I don't mean settings for screen resolution, keybindings, controller type. Those are outside the world of the game.
I'm talking about options that change something about the world of the game itself: universe age, NPC personalities, difficulty level, and so on. Those are what I'm hoping you'll tell us about.
Post
Tue Mar 25, 2014 1:25 pm
#2
Re: Gameplay Configuration Options
My vote for Josh's vision. Modders can come later
Post
Tue Mar 25, 2014 1:30 pm
#3
Re: Gameplay Configuration Options
I voted for "Numerous" because I think that the game configuration panel should accommodate the kind of people that like playing games tailored to their preferences, but I'll probably mostly be using the default settings, at least initially.
Post
Tue Mar 25, 2014 4:14 pm
#4
Re: Gameplay Configuration Options
Ludicrous. I might not use all the functionality, but the more options, the better as far as I'm concerned.
- The Snark Knight
"Look upward, and share the wonders I've seen."
"Look upward, and share the wonders I've seen."
Post
Tue Mar 25, 2014 4:21 pm
#5
Re: Gameplay Configuration Options
Having more options is good because if X3 has taught us anything then that "mods" may well end up working better than the vanilla balance and may just end up becoming the vanilla balance. =P
Parts of it anyway.
Off the top of my head I can think of half a dozen such scripts/mods that ended up in vanilla X3.
That's not necessarily because single modders are smarter than the Egosoft dev team but because modders spend ridiculous amounts of time getting a small aspect of the game "just right".
Parts of it anyway.
Off the top of my head I can think of half a dozen such scripts/mods that ended up in vanilla X3.
That's not necessarily because single modders are smarter than the Egosoft dev team but because modders spend ridiculous amounts of time getting a small aspect of the game "just right".
There is no "I" in Tea. That would be gross.
Post
Tue Mar 25, 2014 4:29 pm
#6
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: Gameplay Configuration Options
I always like the idea of having a few options, at least in-game.
For those that want the ludicrous amount, have an INI file or similar to tweak everything that doesn't have a GUI interface for. I'm reminded of some of the CON files from Duke Nukem 3D that allowed editing just about anything and everything.
Keeps the interface clean and those who would do major modding would have an easier time with it being outside the game.
For those that want the ludicrous amount, have an INI file or similar to tweak everything that doesn't have a GUI interface for. I'm reminded of some of the CON files from Duke Nukem 3D that allowed editing just about anything and everything.
Keeps the interface clean and those who would do major modding would have an easier time with it being outside the game.
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Post
Tue Mar 25, 2014 4:33 pm
#7
just to empathise gazz argument
Re: Gameplay Configuration Options
well, the terrans from the reunion version of the XTM mod became vanilla ATF in terran conflict + APGazz wrote:Having more options is good because if X3 has taught us anything then that "mods" may well end up working better than the vanilla balance and may just end up becoming the vanilla balance. =P
Parts of it anyway.
Off the top of my head I can think of half a dozen such scripts/mods that ended up in vanilla X3.
That's not necessarily because single modders are smarter than the Egosoft dev team but because modders spend ridiculous amounts of time getting a small aspect of the game "just right".
just to empathise gazz argument
Post
Tue Mar 25, 2014 4:35 pm
#8
Re: Gameplay Configuration Options
A GUI for "a lot of options" would be silly.
While the game develops, the kinds of available options change so a text file can cover the lion's share of them. Or all.
When it's clearer what people play with, fancier ingame options can be planned.
While the game develops, the kinds of available options change so a text file can cover the lion's share of them. Or all.
When it's clearer what people play with, fancier ingame options can be planned.
There is no "I" in Tea. That would be gross.
Post
Tue Mar 25, 2014 11:26 pm
#9
Re: Gameplay Configuration Options
Ludicrous. We have the data editor you know. Just make anything tweakable... tweakable.
In space, no one will hear you scream. #262626
I've never played a space sim. Ever.
Vos estis tan limes.
I've never played a space sim. Ever.
Vos estis tan limes.
Post
Wed Mar 26, 2014 12:06 am
#10
Re: Gameplay Configuration Options
This is a weird poll.
Like, it's going to be how Josh wants it. And because we have a data-editor, there's going to be infinite configurability. And because Josh has discussed this, there'll probably be various tweakable settings in the universe creation screen, including multiple seeds for randomisation.
Like, isn't the answer "every one of these things is, in some sense, the valid and correct answer"?
Like, it's going to be how Josh wants it. And because we have a data-editor, there's going to be infinite configurability. And because Josh has discussed this, there'll probably be various tweakable settings in the universe creation screen, including multiple seeds for randomisation.
Like, isn't the answer "every one of these things is, in some sense, the valid and correct answer"?
Post
Wed Mar 26, 2014 1:57 am
#11
Re: Gameplay Configuration Options
I just want to clarify this quickly.
If I remember correctly Josh said the data editor will not be available to us to the same extent it is to him. Is this still true or has he changed his mind?
On Topic. LUDICROUS. I just want to be able to fiddle even if I end up not fiddling at all.
If I remember correctly Josh said the data editor will not be available to us to the same extent it is to him. Is this still true or has he changed his mind?
On Topic. LUDICROUS. I just want to be able to fiddle even if I end up not fiddling at all.
Post
Wed Mar 26, 2014 2:14 am
#12
Also will he close down some areas of code he does not want to be accessible to the general public, out of "company secret" reasons
Re: Gameplay Configuration Options
The data editor will not be enabled by default to such extent as he has shown in the videos.Neandertal wrote: If I remember correctly Josh said the data editor will not be available to us to the same extent it is to him. Is this still true or has he changed his mind?
Also will he close down some areas of code he does not want to be accessible to the general public, out of "company secret" reasons
Post
Wed Mar 26, 2014 9:17 am
#13
Re: Gameplay Configuration Options
"Not open to the same extent as the developer" does not necessarily mean anything other than ludicrous.
I can't think of any other game where the ability to alter the drag coefficient of the motion engine on the fly was a confirmed feature
I can't think of any other game where the ability to alter the drag coefficient of the motion engine on the fly was a confirmed feature
Post
Wed Mar 26, 2014 9:26 am
#14
Re: Gameplay Configuration Options
Personally I don't think any editing tools should be available in game and that everything should be locked once the universe is created. (But I will not be upset if there is a few hoops to jump through to make it available in-game.)
Post
Wed Mar 26, 2014 9:51 am
#15
Re: Gameplay Configuration Options
We should have something like Minecraft's "Enable cheats"-option. You can set the data editor to be inaccessible, if you don't want to cheat, or allow it for more sandbox -y experience.
Of course, we should have a way to share setups across the web. Maybe by a code ( i.e I87yf6rT01tHw42U).
Of course, we should have a way to share setups across the web. Maybe by a code ( i.e I87yf6rT01tHw42U).
In space, no one will hear you scream. #262626
I've never played a space sim. Ever.
Vos estis tan limes.
I've never played a space sim. Ever.
Vos estis tan limes.