IronManBeta
Posts: 4132
Joined: 2/25/2002 From: Burlington, Ontario Status: offline
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It is late on a Friday afternoon before a long weekend and I'm bored stiff with my day job. Naturally my thoughts have turned to MWIF (WIF = the board game, CWIF = Computer WIF by ChrisM, and MWIF = Matrix Ed WIF by yours truly) and I'm leaning back in my chain and visualizing possible sequences of screens as the game begins and ends. Right now CWIF jumps straight to the main map and you get it going by pulling down the appropriate menu items to start a new game, resume, etc. Matrix with it's other games leads the player more explicitly through various setup screens before arriving at the main map and that is something I would like to do here too. Broadly speaking, MWIF should do the same. Setting up the game state just so can be surprisingly difficult if there are a multitude a different ways of getting there and something that you would expect to be simple can end up being non-trivial in short order. It is fun to figure it out though.... If you have any thoughts yourself on what would be the best logical progression of screens by all means speak up. I could miss something obvious and it is surprisingly hard to change it once it has been done. 'Measure twice, cut once' I always say. When Matrix took over development of CWIF I noticed that the current beta disappeared pretty quickly from the web. However someone just uploaded it to the Yahoo WIF discussion group so you can join that and download it if you like. Chris did a brilliant job producing it, but we was not a graphic guy by any stretch of the imagination. To be fair, he never said he was and the art that is there was always supposed to be placeholder art until he was close to done. (I just went through the same deal myself with FPG.) Now that we are looking at his game and thinking about what we want to do in terms of art, we find that we want to change rather a lot of the look. An awful lot. Some of it is dead easy - some of it is freeking impossible given the way the code is written. This will definitely be a lot of fun for someone. We kicked around design ideas in a series of conferences in March and I worked up a prototype of what it all might look like at that time. I am happy to say that it met with resounding approval thanks to the 2D art supplied by one Robert Armstrong. It will be a few months yet before I can show it though - I can't commit to it until I can reprogram the game to accept it and sadly that falls at the harder end of the spectrum. I'm not trying to frustrate you, I'm just trying to be reasonable in what expectations I set! This is an absolutely mammoth project and nothing will be quick or easy about it. The results should be worth it though. Back to day dreaming, Rob.
< Message edited by RobertCrandall -- 8/9/2004 7:33:45 PM >
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