by Mori » Fri Jul 13, 2012 8:12 am
Right now, the game has fundamental game play problems, not balance problems. And yes, if you want to be technical, game play problems are also balance problems. I would love to host a tournament, with possible prizes, as soon as possible.
I really would.
But in short, this is why there isn't a competition going right now. There are several mechanical problems in game right now (transporting units and the "reinforce" ability of some units being the biggest offenders) that do not work as the developers intended them. I suspect that there will be more problems as testing continues. The testers that have been helping me (you know who you are) have been unbelievably helpful. Really. They've found bugs like crazy. Now, I need someone who can fix the bugs. Kataiser is very busy with other projects, so I've basically been teaching myself Java instead of working on other stuff. Now, if there'd be someone who was knowledgeable in Java, and willing to work with me to fix the problems, I'm totally up for that, but most people around here that know enough about Java are also very busy with their own individual projects.
So, as it stands right now, the importance is on bug testing, and not balance testing. In general, the plan is:
1) Early testing with a small group of people, specifically for finding as many bugs as possible. Prioritize on bugs, not balance problems.
2) Myself, or ideally another talented programmer, fixes the bugs to the best of their abilities.
3) Retest for bugs with original small group of people, go back to Step 2 if necessary.
4) Design open tournament for balance testing, including times, maps, unit and CO bans if necessary. Prioritize on settings that will test balance, not bugs, but both are important.
5) Host tournament, record every bit of information possible.
6) Review tournament data.
Right now, we're moving into Step 2 territory. I'm willing to hear suggestions on how else to go about this, but I personally don't see a better way to do it. This plan is slower, but ensures that the game won't be a broken and unplayable mess come Step 4 and 5. As always, if you have suggestions or ideas for how to assist the revival of this game, you are always welcome to help out. Just understand that my primary concerns right now is finding people willing to work (which has mostly been solved already) and finding people with programming knowledge who are, again, willing to work. I don't care about balance if we can't get the base game to work properly. Balance is actually a secondary concern to me. If you could see the engine itself, and the way it is constructed, you'd see that after whoever is programming this gets the gist of bug fixing, editing values for balance will actually be very easy, and the data to support those edits will come naturally from the tournament. The tournament won't happen until basic game breaking bugs are fixed. Basic game breaking bugs won't be fixed until I have a programmer with free time for this project. So that is what I'm concerned about right now, and that is why I like these kinds of systems for projects. Everything is nice and organized in an environment where the design team has control during all the steps they should have control over, and relinquishes control only when the previous necessary steps have been fulfilled properly.
As always, I appreciate the suggestions. I read everything that is posted here in a fairly timely manner, even when at work.
