If he was a dev, the first expansion would have been out already.
Nice ideas dude, keep them coming.
He does have really nice ideas but it takes time to implement some stuff into a game and you still need to test it before releasing it.
That's very true. It takes a lot more than ideas to make a game or its expansion. Also, if he was a dev, much of his time would be spent designing and implementing solutions to ideas that aren't his own, but the game designer's.
True, he'd still be a great addition though, maybe not in the dev department, but definitily in the creativity department.
Yeah his ideas are amazing but there's no way adding him alone would magically speed up the process of getting said ideas modeled, textured, coded, tested, not to mention funded.
I mean seriously look at, say, the map Exile. It prolly took much longer to actually make that thing in 3ds max or Maya or whatever they're using, than it did to think of and present the idea of it.
He's also started modeling some of those maps.
Taking an idea and converting it to a game is well... way more difficult than many percieve. Simple things like changing lines of code to alter the performance of abilities and skill progression are simple. They are well documented and easy to find, as well as simple to change to get the desired results. Producing a map, DG, spell animation, creep movement paths, these things are all very complicated. Unless the developers created a tool to create these environments, like Starcraft created a map editor to expidite the process. I doubt this is the case, and as such not only must the outside environment be visually developed, but the game platform must be modeled, creep paths created, and then everything tested and made to work.
The developers would be making everyone elses life easier if they made a MODing platform that made this process easy, or at least accessible to anyone who has texture creating knowledge. I believe the time invested in developing a platform like this would be a much better investment than forcing the development team to create these maps and DG with there own time, instead of the eager communities time.
That people get excited over the maps suggested by everyone's favorite foreign Scott really means that what the publishers need is a preview of upcoming maps and demigods. Even if it's something as simple as concept art. With few exceptions, there really isn't anything special about Alien's maps. It's simply the presentation and the notion of fresh content that many players like.
alvaro: while yes, it in all likelihood does take a long time to create this kind of content, GPG has had months to get something developed and nothing to show for it. Most of the patches were by Stardock, and (with the exception of AI 'improvements') nothing that GPG has done really needed any kind of development at all. (Autokill minions when the idol is sold, changing the numbers on Heart of Life, are hardly time-consuming implementations.)
wow... my very own post
unfortunately i have to agree that my presence wouldn't speed up development by even a little (in fact my poor programming skills would probably hinder them if anything). i actualy have several friends in game development so i can understand the amazing amount of time it takes to do anything and after diving into the .lua script for maps i can see that map building is going to be a full time job. at the moment i'm trying to build up models (like Kitkun said) for all the maps i've thought up so later if i (or anyone else) want to try build one of these then at least they have a startign point.
i'll keep posting since i enjoy it and people seem to enjoy them too. here is the last model i did a few hours ago :
While a very interesting concept, I don't think it'd work because of the camera being blocked when you go underneath a lane. That, and using an ability that has to be targetted on the ground will be impossible on the bottom lane.
Perhaps (would require functionality on part of the developer, but if it's put in then the implications for future maps might make it worth it) having a large portal pairs that players and creep can go into to come out immediately on the other side. Such an implementation would have to be carefully considered for hte impact it will have on actual gameplay and strategies (might a player abuse hopping in/out of a portal to avoid being hit?)
We need to let ScottishAlien start modding >.>
It's not that hard generally speaking. Lots of games have 'occlusion' view - by lack of a better word, english is not my first language so please tell me the correct term for this - where objects on the front will become transparant and you can interact with objects (characters, the ground) in the background. It's not that big of a problem per ce, but Demigod's engine would probably need some additional code, which I don't think GPG is willing to write.
Yes, making maps is hard and time consuming, but that's what you have coders for. Like I said TSA will be a great addition in the creative department. You have coders, other people, to actually write the code for it. The coders will tell him if his idea is viable or not, the beta testers will tell him if his maps work or not in the end.
But this is all hypothetical. He's not working for GPG. He'd be a great map modder, I'm sure, but it all depends on wether GPG is willing and able to make good enough mod support for creating maps.
Games like this should be released with great community development allowed. Warcraft 3 and Starcraft are great examples of why this should be very high on the list of priorities of developer concerns. You basically will have the original DG, and then player content maps/DG that would be downloaded upon entering a server. It is not impossible to do, it just isn't done yet.
Might sound like a total noob question, but what program are you using to model those maps with? I find it exciting that we have what appear to be very talented individuals waiting to add fresh content to this game, however since there is not going to be anything like the WorldEditor like Starcraft and Warcraft had, I find it unlikely I will be able to assist.
Anyone have a list of some useful programs what might be utilized in creating maps for Demigod? So I could at least check them out and see what it will take?
- Mord
Grats on having your very own love post, Alien Now all we need to do is get you a hate thread... But does anyone hate the Alien? Hmm...
best bet would be 3Ds Max. now this isn't a cheap program if ur going to be getting something legaly... . personaly i have 3Ds Max 8 but the diffrence in this old version and the new 3Ds Max 10 or 2009 is mostly visuals i think. once u have the program try playing around with the models... best way is to create a box and start editing the mesh/poly untill u get a bunch of deformed starfishes. there are a bunch of very nice tutorials out there so things like lynda can always be helpful as well.
for the model, that's all there is too it. maybe a some animations if your really hardcore but most of what i've seen only needs a flat 3D model and some textures. talking of textures these are all .dds files which are some sort of compressed jpeg form (still haven't figured out that one yet) so i'm assuming some plugin for photoshop should work that one out.
last program that you really need is actualy more program knowledge.. and that in lua script. i'm currently in the process of learning lua script since this really is like learning another language. best place to start is by getting the LuaForWindows (google it) and then start working ur way through this. its long, and boring, and hard but u eventualy learn it and start to understand what i going on with the lua script found in the dgdata.zip file.
after that i really have no idea. i'm currently working on learning c++ and lua as fast as i can fo i can do some serious work when the SDK's come out with 1.2 (according to Frogboys latest journal) which will hopefully have some more instruction and hopefully some actual utilities to use for making maps, demigod, and items.
EDIT: thanx pseudomelon
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