Cogburn
09-06-2005, 04:37 PM
This project is 30 days old, so I figured it was time to summarize what we've accomplished, where we are, and where we have left to go.
We have created 3 seperate teams, with seperate "social" structure and outlook, and assign them specific technologies that will dictate overall tactics.
We all have a good understanding of PlanetSide mechanics, and we have put that knowledge and experience to use by refining those ideas and making them our own.* Most notable are "Progressive Hacking" and the operation of medics "reviving" players.
We've discussed the balance of infantry versus vehicles and had a really fantastic discussion about Damage-Over-Time versus Time-To-Kill.* A lot of good ideas for game dynamics were born from that thread, and I believe addresses many of the perceived imbalances in PlanetSide.
We've chosen a working title for the game, "Versus: Conflict Defines Existance".* Based on all the ideas posted, we've settled on a basic plot line that is well defined from a development standpoint, yet open enough to allow our imaginations to create the fiction of the universe as we go along.* I'll offer up the final plot in the next few days once our "industry" friends have torn it apart. :)
Speaking of industry friends, I've been contacted by two additional non-PlanetSide related gaming industry veterans that have offered assistance.* To be honest, I know what we've got here and I'm not sharing it with anyone that I don't know and trust.* What it does verify, yet again, is that our idea is a winner and we need to keep plodding along.
Once we get some more solid concept art for player armors and some vehicles, we'll begin the creation of our own website for this project.* It's JUST ABOUT mature enough to stand on its own, but I'd like a little more "flash" before MarkovForums.com officially gives birth to its child.
So that's what we've done... Here's where we are.
Now that the "oh and ah" of this project is wearing off, the grind begins.* We have enough solid, thought-out ideas to construct the design document.* As I've stated earlier, the design doc is the Holy Bible of any game.* It spells out, in sometimes laborious detail, how the game operates and behaves so that the development team has a unified plan of attack to work from.* Each dev team member well use the design document as inspiration and a source of guidance.
That bring up another point.* The Dev Team.* Team members will come directly from submissions in these forums.* Members will be chosen based on our project needs and that person's demonstrated ability to deliver quality work in that particular area.* Don't go getting all bent out of shape if we don't tap you on the shoulder.* We will STILL be taking submissions for art, audio, and ideas throughout the ENTIRE process.* We will STILL need you.* What being "on the team" means is that you are now dedicating yourself to this project for the long haul and agree to consider your obligations to this project the same as you would any other professional responsibility.* I take this seriously and I expect anyone wishing to be a Team member to do the same.* The design document will dictate what skills are required to complete this game, and members will be selected based on that.* A list of unfilled positions will be posted and those of you who would be interested in any of those positions may certainly apply.
Ok... So that's where we are....* *What's next?
For us, the next step is, as I've said about three times over now, the design document.* We MUST get our plan together before we begin to build our house.* Unfortunately because our idea is SO attractive, this cannot be a public discussion.* Portions of the design doc will be posted weekly for community discussion and review, especially on points that we have not specifically discussed in a round-table format or when we just get stuck. :)* But for the most part, this will be a discussion relegated to PM's, instant messenger and email.
After that, the hard work begins.* We actually begin to craft the game as we have designed it.* The discussions will continue on concepts, features and artwork the whole time.* No idea is perfect and we will constantly be bouncing ideas back to you for review and comment.* We'll be tapping 50 people on the shoulder for alpha testing once we have something that can actually be tested.* Alpha means just that... Alpha.* If you've seen the Alpha Test screenshots of PlanetSide you'll know exactly how primitive an Alpha is compared to the actual game. :)* The first Alpha tests will be very rigid affairs requiring all participants to be on TeamSpeak.*
If everyone who as offered to help (including Tacticz and his crew) follows through we should have a Tech Test Alpha version by March 2006.
Go ahead... read that line again.* Six months from now we should have SOMETHING that users can play and illustrate our basic ideas.* There it is... I said it.* We have a helluva lotta work to do in order to meet this goal but I think it is both amibitious and attainable.
So there it is.* Let's get to it.
We have created 3 seperate teams, with seperate "social" structure and outlook, and assign them specific technologies that will dictate overall tactics.
We all have a good understanding of PlanetSide mechanics, and we have put that knowledge and experience to use by refining those ideas and making them our own.* Most notable are "Progressive Hacking" and the operation of medics "reviving" players.
We've discussed the balance of infantry versus vehicles and had a really fantastic discussion about Damage-Over-Time versus Time-To-Kill.* A lot of good ideas for game dynamics were born from that thread, and I believe addresses many of the perceived imbalances in PlanetSide.
We've chosen a working title for the game, "Versus: Conflict Defines Existance".* Based on all the ideas posted, we've settled on a basic plot line that is well defined from a development standpoint, yet open enough to allow our imaginations to create the fiction of the universe as we go along.* I'll offer up the final plot in the next few days once our "industry" friends have torn it apart. :)
Speaking of industry friends, I've been contacted by two additional non-PlanetSide related gaming industry veterans that have offered assistance.* To be honest, I know what we've got here and I'm not sharing it with anyone that I don't know and trust.* What it does verify, yet again, is that our idea is a winner and we need to keep plodding along.
Once we get some more solid concept art for player armors and some vehicles, we'll begin the creation of our own website for this project.* It's JUST ABOUT mature enough to stand on its own, but I'd like a little more "flash" before MarkovForums.com officially gives birth to its child.
So that's what we've done... Here's where we are.
Now that the "oh and ah" of this project is wearing off, the grind begins.* We have enough solid, thought-out ideas to construct the design document.* As I've stated earlier, the design doc is the Holy Bible of any game.* It spells out, in sometimes laborious detail, how the game operates and behaves so that the development team has a unified plan of attack to work from.* Each dev team member well use the design document as inspiration and a source of guidance.
That bring up another point.* The Dev Team.* Team members will come directly from submissions in these forums.* Members will be chosen based on our project needs and that person's demonstrated ability to deliver quality work in that particular area.* Don't go getting all bent out of shape if we don't tap you on the shoulder.* We will STILL be taking submissions for art, audio, and ideas throughout the ENTIRE process.* We will STILL need you.* What being "on the team" means is that you are now dedicating yourself to this project for the long haul and agree to consider your obligations to this project the same as you would any other professional responsibility.* I take this seriously and I expect anyone wishing to be a Team member to do the same.* The design document will dictate what skills are required to complete this game, and members will be selected based on that.* A list of unfilled positions will be posted and those of you who would be interested in any of those positions may certainly apply.
Ok... So that's where we are....* *What's next?
For us, the next step is, as I've said about three times over now, the design document.* We MUST get our plan together before we begin to build our house.* Unfortunately because our idea is SO attractive, this cannot be a public discussion.* Portions of the design doc will be posted weekly for community discussion and review, especially on points that we have not specifically discussed in a round-table format or when we just get stuck. :)* But for the most part, this will be a discussion relegated to PM's, instant messenger and email.
After that, the hard work begins.* We actually begin to craft the game as we have designed it.* The discussions will continue on concepts, features and artwork the whole time.* No idea is perfect and we will constantly be bouncing ideas back to you for review and comment.* We'll be tapping 50 people on the shoulder for alpha testing once we have something that can actually be tested.* Alpha means just that... Alpha.* If you've seen the Alpha Test screenshots of PlanetSide you'll know exactly how primitive an Alpha is compared to the actual game. :)* The first Alpha tests will be very rigid affairs requiring all participants to be on TeamSpeak.*
If everyone who as offered to help (including Tacticz and his crew) follows through we should have a Tech Test Alpha version by March 2006.
Go ahead... read that line again.* Six months from now we should have SOMETHING that users can play and illustrate our basic ideas.* There it is... I said it.* We have a helluva lotta work to do in order to meet this goal but I think it is both amibitious and attainable.
So there it is.* Let's get to it.