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December 18th, 2009, 01:14 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Updated Manual?
Quote:
Originally Posted by Squirrelloid
In Game Manual/Documentation:
Actually, the developers are the right people to do it because they wrote the code. They have access to the code. They're the only people who know for sure how everything works.
As to what to document? Everything. Every spell, every unit, every item, every mechanic. The actual algorithms used by the code should be made available, as should full stat displays, and so on. In fact, documentation should happen *as they write the code*. Anything else is sloppy programming.
Games like Civilizations have been doing this since the mid-90s. Its really not an unreasonable expectation.
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Ahhh I see. That is definitely different than my idea of a game manual.
And different than the devs of this particular game so even if they felt they could have, it wouldnt have happened. In fact, some of that was specifically left out of the manual we have now.
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December 18th, 2009, 09:24 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Updated Manual?
Quote:
Originally Posted by Gandalf Parker
Quote:
Originally Posted by Squirrelloid
In Game Manual/Documentation:
Actually, the developers are the right people to do it because they wrote the code. They have access to the code. They're the only people who know for sure how everything works.
As to what to document? Everything. Every spell, every unit, every item, every mechanic. The actual algorithms used by the code should be made available, as should full stat displays, and so on. In fact, documentation should happen *as they write the code*. Anything else is sloppy programming.
Games like Civilizations have been doing this since the mid-90s. Its really not an unreasonable expectation.
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Ahhh I see. That is definitely different than my idea of a game manual.
And different than the devs of this particular game so even if they felt they could have, it wouldnt have happened. In fact, some of that was specifically left out of the manual we have now.
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I hate to say it, but the devs are wrong if they think its ok to obscur information in an RTS. If they want to write a non-competitive game, like an RPG, they should do that instead.
During a game where you compete against other players, access to the rules should not be made hard.
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December 19th, 2009, 02:21 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Updated Manual?
Quote:
Originally Posted by Squirrelloid
I hate to say it, but the devs are wrong if they think its ok to obscur information in an RTS. If they want to write a non-competitive game, like an RPG, they should do that instead.
During a game where you compete against other players, access to the rules should not be made hard.
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I think the devs are right. My own preference is to have a little obscurity. I tend to play more by feel than by spreadsheet. Nothing wrong with playing by spreadsheet, but I find learning what works and what doesn't to be part of the attraction of the game. I absolutely detest games where Unit A has a strength of 3 and Unit B has a strength of 2 and the outcome of every battle is always Unit A beats Unit B. No edge of your seat combat there. 
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