This is an UNOFFICIAL patch and is NOT supported by either Activision or Pandemic Studios. These are constants of software design.Īnd if you miss even one issue, the requestor of the feature will frown, and wonder why you didn't spot or fix the problem to start with.Battlezone II: Combat Commander - Patch Tech Alpha v1.3 (Unofficial) The problem is, not matter how 'trivial' the feature, you can be certain, if it was not in the original design, that it will break something else, or make something else less efficient, or throw up new bugs. Then there was testing, which still isn't complete. I got asked to add a 'trivial' feature into a codebase not long ago, (trivial in the eyes of the requestor), and spent weeks and weeks re-coding the base to allow for this feature, before I was even able to start on the feature itself. ![]() I find that a frequent problem, as a software developer myself, is that people find it very easy to identify features they want, but not so easy to understand the complexity of the code required to instantiate that feature. I've been through this in detail in previous posts so I won't repeat it, but the reality is that it is often very difficult to recoup the cost of developing a multi-player mode. Just my thoughts and opinions.Īctually the reasoning that kills off multi-player modes in games is often purely financial. I understand the economics of business and how costly and time consuming development is - but surely something can be arranged, because in the end if EGOSOFT cannot maintain marketshare - it will decline like many other past game producers. The point I am trying to make is.at some point - the X universe will start to lose its appeal - having a 14 yr old who is a WOW fan - I have a reasonable understanding of where his gaming is at - he won't even look at playing X because of no multi-playerability - he and his friends set up LANs all the time to play, and I am affraid you are missing out on a whole chunk of the market because of it. Hey CBJ - just wondering if collaberation with another developer is a possible consideration? Or are you guys very covetous of your engine code? I mean perhaps a hybrid of a couple of games to develop a new one - you throw in your multi-player - we'll throw in our gameplay engine - which I might add is one of the best I have seen? How about approaching some of the Sci-fi TV producers to offer a game of their show to help generate some extra income - there are many avenues. The reason I want to be able to import saved game states, is because I want some continuiuty to multiplayer, but not really make it an MMO.īesides rules on a private server could be far more relaxed than on an MMO server, that has to make sure that everyone has a fair start and so on. Other player ships and/or stations can be allowed to be imported or not. have the ability "add/remove" players and their properties. Or continue previously saved game of a group of people. where player(s) can connect to existing (saved) game on the server (of one of the players perhaps). Just gotta put more thought into game mechanics, and rebalance it accordingly.Īs far as multiplayer games go, there should be several modes features, ![]() ![]() However it's true that other people in the game will make the game more challenging. TriMagestis does the freedom change? If you want to blow something up because you're bored - go blow it up.just the consequences might be a little more immediate and dramatic! If it was setup in a way that you can't play modded games in multi-mode then the playing field is the same for everyone!įreedom should not change.
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