Recently Axl had this to say in the Co8 in PC Gamer thread: Naturally, after reading this I thought, "Hey, we haven't been doing much infighting here at Co8 lately. Why not kick the hornets nest again?" So here's what I think of the topic of KotB v ToEE. On the topic of ongoing work on KotB Now, I know that I'm not the KotB Head-Mo-Fo-In-Charge. That said, it seems to me that in order for KotB development to run more smoothly and efficiently, there should be some degree of "official" status for modders in the project. By "official" I mean simply that any modder would have to a) acknowledge that there is some need for his/her skills somewhere in the development workload; b) make some pledge to devote some percentage of his/her time to contributing in that area; c) be expected to meet reasonable deadlines as dictated by the project manager, Ted; and d) be expected to focus his/her efforts on that area exclusively. Other major mod efforts that I've seen seem to do it this way. As it stands right now, in my view at least, the volunteer nature of the project has sort of resulted in a hodge-podge of people doing this or that, whatever captures their fancy at the moment, or nothing at all, and not particularly focusing on getting anything done with any urgency. Unless Ted quits his job and finishes the mod himself, as Allyx says, what this will likely result in is an as-yet-unfinished mod a year from now with no discernable target release date. A good example of 'officialness' would be like so (and no messages intended to be read between the lines here): Project Lead: The Ted Official Coders: C-Blue, Allyx, Spellweaver, Hazelnut, etc. Maps: Screeg Art: Cujo, Cuchulainn, etc. Dialogues: Spike, Old Book, etc. Audio: yours truly, etc. Module/Rules Governance: Kalshane, Spike And so on and so on. On the topic of whether or not we should still be working on ToEE To me the answer to this is an easily concluded yes. Co8 began with the mission of fixing ToEE's bugs in order to ensure its place as the most D&D rules compliant game and engine in existence. A quick look at the bug list I carried over from Atari shows that we still have literally hundreds of bugs in existence. Will we ever fix them all? Not likely. Can we fix a lot more of them than we currently have? Absolutely. I know it's a lot more fun to mod new material, and in fact the original Co8 crew hoped that would be our ultimate destiny, but the fact is that right now we are still modding a heavily bugged game. If that's the case, and there's no escaping that conclusion IMO, then we still have work to do. Here's a newsflash: there are going to be no other D&D turn-based games or game engines developed in the forseeable future. The ToEE engine is the only thing out there that comes close to true, rules compliant D&D turn-based gaming. So if we hope to continue playing games the way we enjoy most, we've got to perfect this engine and build our own mods for it. End of story. [Gaear readies himself for first counter-punch . . . ]
I dropped out of the community and modding for a good chunk of time just as KotB was getting started, and I never made a solid commitment to write dialogs for the mod. My withdrawl had to do with life reasons rather than any disatisfaction with the Co8 gang; I've enjoyed hanging here. That said, I'm back right now. I'll email Ted and ask for some specifics on dialogues he wants done, and see what I can do.
I agree that work should definitely continued in fixing ToEEs assorted bugs. That not only makes the ToEE experience a better one, but also improves the play experience of KotB and any future modules the community decides to make. I do think we've reached the point of content glut in ToEE, however. While the moathouse respawn, orc pre-spawn, Verbebonc and Hickory Branch are all great additions to the game, it's reached the point where if you do all the additional material, the Temple itself is a cake walk by comparison. Which is bringing us to comtemplating either further decreasing the already reduced from PNP XP awards (which will invalidate all the work spent on spells and other support for high level classes) or increasing the difficulty of the Temple itself (which will take even more work). Adding any further content will just make this worse. While this obviously a volunteer effort all around, and far be it from someone with the complete lack of modding experience like myself to tell anyone what to do, I would suggest all further content modding (such as new areas, quests, monsters, etc) be run past Shiningted for inclusion in KotB. I'm sure he can find some place to fit it, or suggest something similar that's already planned that the modder can help with. Obviously game engine/graphical/crunchy stuff (like weapons and spells) can be continued for ToEE since it they're part of the "core" game and will be an addition to anything Co8 does in the future. Of course, this is just all just my opinion and what I feel will be best for the future of the game.
Personally, I'd rather see upgrades of the Temple fights than a reduction in XP rewards, but that's just me. I also thought the Temple was pretty easy my first time through. Livonia's mod was a great improvement, making several fights that had been jokes into real challenges. I'd rather see modding of ToEE continue, with an eye to bug squashing and level related challenge increases.
Hmm, looks like I've opened a can of worms here, so I guess I should say something. ToEE has got too much new content currently, perhaps a way to randomly enable/disable new content when a new game is started will solve the problem of new content making the game too easy? Or making the new mods options in an installer to be enabled/disabled easilly? Who knows? :shrug: There are a lot of bugs still in the ToEE engine, these need to be squashed ASAP - however most of the problems are hardcoded ones and fixing some problems in the temple.dll has (sometimes) created more problems with other things, .dll hacking without the source code will always be a hit and miss affair. KotB is an ambitious project, Ted is doing a great job with it, and if half of what Ted blogs about makes it into KotB it will be the most immersive CRPG ever released, with every game being different from the last. Simply bug testing this game will be a full time job, let alone coding it, and double checking everything is running smoothly and as it should be. Each and every thing the Co8 produces to better the game is important, from new content to keep the game interesting for long time players, to bug fixing to improve the ToEE engine to peak efficiency, to creating whole new modules, not one of these can be considered MORE important than the others. Which is why all 3 of these projects are being taken on by multiple modders across the world simultaneously and with a decent amount of co-ordination.
I'm in complete agrement with Kalshane (and possibly Allyx :scratchhe ) Continued bug fixing and engine improvments are very important, but for those wishing to add new content I believe it would be much more valuable in KotB than the already content rich ToEE module. That may seem hypocritical since I'm hapily adding new weapons to ToEE, but I'm largely replacing models on weapons that already exist but didn't have the benefit of Leksey's plugin. The majority on new weapons and armor I create will most certainly be for the Keep. That's my $0.02, Cuchulainn.
yeah I definity think that ToEE has reached its new content cap there are a couple of little things I'd like to see, but nothing major.
I'm with Kalshane on this. While I have yet to do any work exclusively for KotB, most of my work from the past year will most likely find its way into KotB because I have been working on rules compliance and bug issues. Right now I'm working on the random encounter avoidance issue (almost all random encounters offer a chance to be avoided if you have a few points in survival). I'm sure this will make it's way into KotB as well. ToEE, in my opinion, is about as fleshed out as we can make it. There is a loud call for adding things for evil parties, but I see doing so only slightly altering the game experience. The state of ToEE now is that soon people will only be downloading our patches to play the new content. It would be better if we had an entirely new module for them to play. So I say we should only continue fixing bugs that will directly effect KotB, and direct all new content efforts to KotB.
One of the main reasons i've stayed with ToEE is the new content. If the modding efforts are going to switch to KoTB, then it had better progress rapidly. I think there is a lot more potential in ToEE, and if KoTB doesn't progress rapidly, I have a lot of other games to keep me busy until it comes on-line. Don't give up on ToEE just yet.
I'd like to see a concerted effort to finish KotB. And, there is still QotS to make! New content screams for ToEE will be drawn down to a whisper once folks get G-1, G-2 & G-3. I'm thinking that people that want evil quests ought to get the standard line..you want it, join the team & start modding. All the bug squashing & rules compliance stuff for the engine can continue once KotB is in the can. And new stuff will be needed for QotS.
Thing is, while I can't speak for our resident bug-squishers, bug squishing/scripting/dll-hacking seems to be their area of expertise, so I'm not sure what advantage there would be to telling them "Stop squishing bugs, help with KotB". Especially since any bugs squashed help both ToEE and KotB equally. I could be wrong, they could have a desire to write NPC dialogue or create encounters or whatever else is needed for KotB and bug-squishing is getting in their way, in which case, let's get them doing the KotB stuff. But I think as a whole the assorted members of our "crew" are drawn to working on things that match their skillset/interest. To perfectly honest, I'd hate to see a dedicated code-monkey with no creative writing skills (not to say our resident code-monkeys have no creating writing skills, they could all secretly be best-selling novelists for all I know, I'm just giving an example) forced into writing "dramtic" dialogue. Especially if their hearts aren't in it.
Very snesibly put Kal, people have to continue on with what they want to do. The question is, where do they want their need to create new content to emerge - on the fringes of ToEE or in the heart of KotB? (I know what the CtB is calling me at this very moment...) I wish! Admittedly I do spend more time fiddling in new stuff than just fleshing out the damn thing, but Edwin's plot gets a lot of the kudos, and I mainly just want to add some random elements so when people replay as a different alignment they won't be thinking "ah yes, there are always 3 monsters just around this next corner" too often. I have thought ToEE was 'full' for a while now, but I recognise people have to be allowed to add stuff to encourage them to break ground, and that is still being done. But while I would like to keep the, errr, Keep, close to the module (and not add new areas by the dozen just to indulge each person's person whims) there is simply plenty of room for people to show their creativity. Heaps. Enormous amounts. What I mainly want is people to create stuff they want to play: multiple ways of doing things to suit different parties, intelligent thoughtful quests that need more than just 'wait til u have 10 Diplomacy then u can finish it', rich immersive dialogues that give people a reason to want to do things, not just 'XP farming'. Anyways, thats what I would like, becuase I think it would make for a good game and people would like to play it that way. I am all for assigning people specific positions as Gaear says, but they gotta be willing to commit. Screeg, for instance, has committed to making maps: he hasn't committed to making all the maps, so his commitment doesn't mean me saying "we need a map, get off your a$$ Screeg" (in which case he should rightly tell me go to blazes) but he has made a specific commitment. He is not the only one. If people are prepared to make specific commitments, i will find them stuff to do and the mod can hoon ahead at quantum speeds. As I have said many times, the hardest parts, a coherent plot and decent maps to put the characters on, have been done. What I mainly have atm are a lot of vague offers to "help with dialogue though I can't script", but when I ask people to suggest a character they want to do, I don't hear back. I have 'assigned' characters to people and only had limited success that way, but I understand that because at the end of the day, poeple have got to be doing something they enjoy (like a much-loved - or at least well-played - character from pnp days) or there is very little incentive to go on with it. Despite this, it is still going forward. We currently have NPCs with dialogue supplied in part or whole by Cujo, Allyx, Ruf (haven't actually got it yet but he is good for it), EUIX, Ioannis, Lord Graywolfe and HeavyDan, among others. So people are contributing, and when I can finally put it all together I hope people will see we have come a long way (though there is still a long way to go too, just to get to the demo point). Other folks like Krunch, Cerulean, Cuchulainn and Old Book (got ur email ) are gearing up to add stuff (Cuch obviously has already done a huge amount, as have the Rogue Trader, Sherriff, Spellslinger, Ag and others). What I would really like is for people to be chatting among themselves and getting plots going, not waiting for me to 'authorise' everything. If I have created that sort of an environment I take full blame for it, but there is no reason the person doing the Banker (Ruf) and a person wanting to do the Innkeeper can't just create a sub-plot between them. Go for it!
well it all sounds good to me but ive never really added much to ToEE anyway and choose to jump in on KotB. ill work on anything that Ted needs me to, im never really sure what all needs to be done at any given time but am working on a new part of it and will have that done soon. so ted can toss almost anything that needs done my way as far as fleshing out npcs goes. dont ask me to do maps ted im clueless there lol.
Ya know, I never once said that anyone should do anything they have no talent for or desire to do whatsoever. All I suggested was a "concerted effort". It has been my experience that all the updates, new weapons, spells, etc. (small details) tend to slow production on other bigger projects. A lot of side-tracking occurs, and important things get lost in the shuffle. Screw having a new kind of axe or a 9th level spell if a quest is broken. I suggested moving along months ago, and Gaear has brought it back to the forefront. I guess that Atari buglist has stimulated a reality check, one that's a bit overdue. It never woulda happened if Gaear hadn't done it; call it karma if you like since he was a prime force in that old thread to finish ToEE before the "crew" switched to KotB. Whatever; it's time to move KotB along. Let those folks squishing slow down a little, or take a break, or work alone or anything they wish (including pitching in on the project) until it's time to get going again on that effort once KotB is in a suitable condition for a general release. There'll be lots to do once it's out there, because no doubt many things will be found wrong with it once a the release occurs. Not for lack of trying to achieve a degree of perfection, but it's simply the nature of this kind of thing that mistakes or oversights occur & those working the most closely on it can't always see them. *END OF :rant: *