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TCO is offline TCO
Emperor
Richmond, VA
Jan 1970
time: 00:19
  Old Post 29-05-2002 10:53
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demo version versus commercial version Support Apolyton, buy GURPS/ Alpha Centauri

This is something that has been bugging me. How much time and attention is (or should be) devoted to the demo versus the coimmercial version?

Some random other questions:

-Seems like many bystanders, and Vel and other designers are more interested in discussing the commercial version than the demo version. Is this good? Or should everybody be worrying about the demo version?

-how much of the demo code and work will be useable for the commercial version?

-Is the demo version seen as a "learning project"? I.e. training for how to do the commercial version?

-how good (in terms of player fun) does the demo version need to be to accompolish it's advertising opbjectives.

(Have some more random thoughts, but will spit them out as I see the discussion emerge. Sorry I don't have a more exact querry.)

moomin is offline moomin
King
Moo Like In Moomin
Jul 2000
time: 05:19
  Old Post 29-05-2002 15:02
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Re: demo version versus commercial version Increase the size of your Attachments

quote:
Originally posted by GP
-Seems like many bystanders, and Vel and other designers are more interested in discussing the commercial version than the demo version. Is this good? Or should everybody be worrying about the demo version?


I dunno. If the demo, or rather the free version, is already cast in stone feature-wise, there really isn't much to say 'bout it here beyond "we're on track for delivery" or "we're experiencing some small difficulties that will be addressed shortly".

I sure would like to see a design document for the free version, comparable to the detailed and exating stuff they've been doing for the commerical release here.

quote:

-how much of the demo code and work will be useable for the commercial version?


I personally think it won't be to much, unfortunately, since a lot of new design seems to have happened between the two verisons. The basic framework for stuff like network connectivity, storage and background stuff like that should be fairly easy to leverage if they write it well from scratch, though.

quote:

-how good (in terms of player fun) does the demo version need to be to accompolish it's advertising opbjectives.


A very valid and interesting question. A design doc for the free version should be able to answer some of that. But remeber that they've already played and enjoyd CB the boardgame - the dynamics may be wastly different, but the proof of concept is there. Execution can still derail it, of course.

FrustratedPoet is offline FrustratedPoet
Emperor
All Glory To The Hypnotoad!
Mar 2002
time: 05:19
  Old Post 29-05-2002 15:51 Visit FrustratedPoet's homepage!
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Support Apolyton, buy GURPS/ Alpha Centauri

Most of the stuff for the free version has been decided upon .. 'set in stone' is perhaps the wrong phrase for it because the game will be coming together over the course of several patches over an extended period of time and so there is plenty of time to add tweaks to any particular model before coding on it begins.
We'll know much more about what needs to be changed, and it what ways to change it, once playtesting begins (especially Beta testing).

We're doing that right now in regard to the Fate Card Engine ... the rules Vel wrote in the explanation of the board game version were fine and there is no reason why we can't implement those in the free version ... it'd be pretty easy to do ... however, we think we can get the system a little closer to how we want it in the commercial version without too much difficulty, so we're gonna give it a go.

There should be a thread started on the Fate Engine on this forum in the near future because we'd like everyone's input on the subject once we have a design document for the model to work from.

But ... yeah ... the free version will still be clearly recognisable as being descended from the board game version.
The commercial version (as you've noticed) is gonna be very different, but that's a long way ahead at the moment...

Velociryx is offline Velociryx
Moderator
of Candle'Bre
Apr 1999
time: 05:19
  Old Post 29-05-2002 22:31 Visit Velociryx's homepage!
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Hey guys....just taking another "Save Vel's Eyeballs" break...had some Photoshop ideas I was 'sperimenting with...fun stuff!

Anyway, Stoo's right on the money re: his comments about the differences between the free and commercial versions of the game. I just figured since I had a minute, I'd hop into the discussion and do some posting, cos...well, I'm addicted to it...LOL

On the question of time spent discussing the Commercial version vs. the Freebie:

Yes and no. On the one hand, as others beat me to saying, a lot of what we want to see in the free version is already pretty much decided on...'s just a matter of implementation. On the other, much of what will GO into the free version is a scaled down version of what'll be in the commercial release (example, only one "church" and religious influence in the free release, vs. a fleshed out magic system based around an entire pantheon in the commercial release, three tech trees with ten levels of research in each in the free version, a much bigger tech tree in the commercial release (exact size to be determined as we get closer), 3 provincial builds per province in the demo, 10 in the commercial release, 250 Fate Events (or thereabouts) in the demo, 500+ in the commercial release...so, in large part, the mechanics that make the game tick won't change all that much, they will simply be vastly expanded upon.

However, having said that, there ARE some things (tactical combat resolution, to use but one example) that were discussed here for the commercial release, but which REALLY add something to the game. If possible, that's something I'd like to see added into the free release, at least in some form, and I'll approach the code and art groups to see what all that will entail (shouldn't be tooooo bad, and the original combat resolution we discussed WAS tactical in its nature, and later changed to strategic, but given it's popularity, I'm pretty solidly sold on switching back to our original vision...)...so, all that to say that having now taken the game out of the environment where it was just a smallish group kicking ideas around and putting it under the close scrutinty of a much larger group has led to discussions and ideas and branches that we hadn't thought of...some of those branches might find their way into the free release, and if even ONE of them does, then our discussions about what would be cool to see in a game like this (even if we're couching that thinking in terms of a commercial release) will have yielded a good crop, IMO.

As to the question re: coding....hopefully a respectable amount. We designed the game with scalability in mind from day one, cos we knew we were shooting for a simplified version of the game initially, to be fleshed out later (as we gained experience). The hope is that what we design now will bear the weight of that fleshing out when we're ready to proceed in that direction, and I'm thinking it will. So essentially, the game mechanics will all be the same, tech implementation will be the same, just expanded, religious effects will be handled in more or less the same way, there'll just be more options....so yeah, I have high hopes that we'll find a goodish sum of the code base re-usable....don't know tho...as a non-programmer, that may be wishful thinking on my part.

As to how good the demo has to be....depends on what part of the equation you're looking at. If you compare the CB project to similar Sourceforge projects, if we get our game running AT ALL, in any form, and if the graphics are on par with, say, "Pac-Man," we'll be right up there with a lot of peer projects on Source Forge. What we're trying to do is simply beyond the scope of anything else currently out there (or at least of the 485 similar projects I researched).

For me personally, the goal is to create a free version with enough depth and quality to do two things:

1) To wow the folks at Slashdot, Sourceforge, and Apolyton by creating an MP game that proves to be addicting in that "just one more turn" kinna way

and

2) To demonstrate the concept of Candle'Bre adequately, showcase our design, artistic, and programming talents, and give some indication of where we're heading for the commercial release.

Those two things being said, the free version is going to have at least a few coats of spit and polish on it. Not AAA (to borrow the rating system from one of the excellent articles GP pointed out), but heads and shoulders above what most folks have come to expect from Indie groups in general.

-=Vel=-

TCO is offline TCO
Emperor
Richmond, VA
Jan 1970
time: 00:19
  Old Post 30-05-2002 01:22
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Support Apolyton, buy Alpha Centauri

If the "free game" is good enough, you might just think about using it as your beta for pitching to a real publisher. (Just an option as things develop...)

TCO is offline TCO
Emperor
Richmond, VA
Jan 1970
time: 00:19
  Old Post 30-05-2002 01:25
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Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by Velociryx
Hey guys....just taking another "Save Vel's Eyeballs" break...had some



Did ma homewook assignmunt hut yo koot liddle eye-balls?

moomin is offline moomin
King
Moo Like In Moomin
Jul 2000
time: 05:19
  Old Post 30-05-2002 14:28
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Support Apolyton, buy Alpha Centauri

quote:
Originally posted by GP
If the "free game" is good enough, you might just think about using it as your beta for pitching to a real publisher. (Just an option as things develop...)


Now, GP, who in their right mind wouldn't?

TCO is offline TCO
Emperor
Richmond, VA
Jan 1970
time: 00:19
  Old Post 30-05-2002 20:47
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Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Right...I just also meant not distribute it for free...too. Just an option in case the thing is really goooood.

No need to decide now...

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