Aussie Mick wrote:
To be honest I've been wondering whether my contribution is worth the time of the main people involved. If the time you spend on responding to me is greater than the value of my input obviously that's bad. I read the V.4 but I didn't read the earlier ones which I should have since they give a better idea of how abstracted this game is. I had a different mental picture, sorry.
The way things are set up now, it's almost inevitable that every newcomer will go through at least a small period of adjustment where he has only a vague idea of what FreeOrion is looking for, and offers ideas and contributions that are somewhat ill-fitting with the current game - that phase can be sped up mainly by more experienced contributors providing very clear feedback explaining exactly why such ideas aren't very useful to FO. Alternatively, it can be sped up just by reading lots and lots of old design threads, which can be a bit time consuming, but definitely gives you an idea of what we're looking for. You'll read lots and lots of complicated ideas in a given design thread, but in the end, a simpler model is usually chosen, because such a model adds the greatest depth-per-click to the game.
Probably the
most important thing to do to make sure your contributions are valuable is to read through the entire thread, understand
why the discussion went where it did, and then you can make a good contribution to the current discussion with a good understanding of the line of thought leading up to that point in the conversation. If you do that, and try to adhere to FO's design philosophy, your contributions can hardly avoid being useful.
Aussie Mick wrote:
You know what might be helpful? Some idea how much number-crunching an average computer can do without slowing down. How many calculations about as complex as finding one of the meters can the program do without say, being .05 seconds slower per turn? That way I can see if I'm asking for too much complexity. Of course if it's too complex to code or play that trumps everything
Yog S'loth wrote:
I'm a little worried that computers will be the size of my nose and I'll be toting the new 12TB i-Pod by the time Free Orion is done, but keep plugging away, gents!
There is some truth to what this user is saying; honestly, at the rate this project is going, processing speed shouldn't be one of our priorities. Also, when we talk about complexity, it's only in terms of gameplay complexity. Complexity to code is fine if it makes things simpler for the player (combat manager, for example).
Aussie Mick wrote:
How set in stone are the requirements? Because I want to talk about how industry is produced and if that's unchangeable I won't bother.
If there's a really compelling reason to change something (Geoff wants to replace the current universe generation code with a Python script, for example), it will probably be changed, but it's unlikely that any aspect of the game that's been sitting there unchallenged for quite a while (industrial production, for example) will be changed unless you can prove that there would be a really significant advantage to doing so.