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  • design versus coding

    Do you have coding ability?

    Are you considering codability as you design?


    EDIT: I have merged all the TCO threads into one so that they are preserved, but not scattered all through the board.
    -V.
    Last edited by Velociryx; February 10, 2009, 14:08.

  • #2
    Ramses is ensuring that all the ideas put forth can actually be converted into code.
    I'm building a wagon! On some other part of the internets, obviously (but not that other site).

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    • #3
      how?

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      • #4
        Will CBR ever amount to anything?

        We've had Freeciv and GGS and Altciv and they've never really gone anywhere.

        What will make CBR different. Is it really just the same thing?

        Buncha people want to get a rush from acting like they will produce a real game...but don't really get it done?

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        • #5
          Whilst you do have a valid point GP I couldn't help but take offense at your choice of wording ...

          Whether we produce a final product or not is something I can't answer but I can tell you that we are doing our best to acheive that result. The people I'm working with on this project are all terrific people to work with and whilst we do have the hurdles of communication and free-time to surmount, so far we've done a great job and Candle'Bre is on track to become reality.

          So GP I doubt anyone can give you a solid answer if that is what you're looking for. However, I'm sure I speak for all when I say that we all believe very strongly that Candle'Bre will come to exist.

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          • #6
            I have zero coding ability, personally, though I do work closely with Ram when making something an official component of the game to make sure I'm not promising more than we can deliver.

            -=Vel=-
            The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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            • #7
              GP, we have over 10 very capable coders that signed up for the project. Some still in college, some with 20 some years of experience in the coding buisiness...

              And coders are always invovled in discussions revolving around the game design so coding ability is always considrered.

              Whilst not all coders have the time to work on the project all at the exact time we usually have most of our programmers working on creating Candle'Bre. We have already started coding and hopefully sometime in the very near future we'll have something to show you.
              Last edited by xRamsesx; May 5, 2002, 03:37.

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              • #8
                Hey guys! Ramses hit the nail on the head, I think!

                Nobody can say for sure at this stage, whether or not we'll crash and burn.

                The possibility exists that interest in the project will wane before we get the finished project out the door.

                We've gotta live with that possibility, and acknowledge that it IS out there.

                However, I've said it before, we've got a number of advantages on our side, and it is my belief that our advantages will enable us to get to where we're going. Among our advantages are:

                1) A dedicated, AWESOME team of talented and enthusiastic individuals. It has been nothing but a pleasure to work on this project from day one, and that is, in large part, due to the awesome people assembled to work on it.

                2) A plan for taking the game commercial. Unlike the other projects mentioned, we've got our eyes on turning this into a commercial enterprise. That's a bit of a motivational difference (perhaps not for everyone, but certainly for some), because while we may be doing this as a hobby for starters, we've got real, solid plans for incorporating (target date for that is June 1 of this year), and turning our hobby into a business. Those who help get us there will have a stake in the company formed, which will, down the road, translate into dollars.

                3) Raw stubbornness on my part. I believe in the assembled team, I believe in my own creative talents, and I believe that there's sufficient interest in seeing this through to completion. The forums here are an integral part of that, too. Interest from fans of the game will help to sustain us when things get frustrating (and they probably will, at some point).

                Lots of other advantages, but those are the three that stand out in my mind.

                -=Vel=-
                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                • #9
                  And I think I speak for the whole team when I say that we're probably among the most excited people about that part of it! I've already been challenged to a number of MP games, the moment we get our first version ready!

                  -=Vel=-
                  The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                  • #10
                    1. Glad to hear it Ram.

                    2. Still curious for EVEN MORE (lol) details about how design is done and coding ability is reviewed. How often do you go back and forth. What do you do exactly, etc.

                    3. Any estimate on total man hours of coding that's been done? Been pledged? How many of the 10 are really involved? Most volunteer projects have a few people who really get the work done.

                    4. I recommend getting Vel involved in some of the coding. Even if he doesn't get anything useful done in terms of subtasks, it will help him design more efficiently. Don't let what heppened with Alan And QS happen with y'all.

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                    • #11
                      Sounds good Ram and Vel.

                      1. I tease a little. But I really do want you guys to succeed. Don't let me discourage you.

                      2. I advise talking to some of the people (preferably the main people) involved in those other failed projects. I think you would learn something useful. And make it more likely that you won't repeat history.

                      3. (small point) Vel regarding incentives: How are you assigning ownership stakes for people who work on the project? (For when it goes commercial?) Is it based on # of hours worked? Is it written down?

                      4. (nother small point) Vel, I know you said you're stubborn, but would you (could you) desing and code this thing entirely by yourself?

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                      • #12
                        I just got a thought... CBR will be a game Vel will easily master cos he develops it . How unfair for his enemies.


                        Solver, WePlayCiv Co-Administrator
                        Contact: solver-at-weplayciv-dot-com
                        I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                        • #13
                          Originally posted by GP
                          Sounds good Ram and Vel.
                          1. I tease a little. But I really do want you guys to succeed. Don't let me discourage you.
                          I was amongst those that told Vel to get off the crack when he expressed his idea first time here, way back when. I am very happy he and his men disregarded this sage advice and plowed ahead anyway, and certainly count myself to the well-wishers. Anybody who's ever been involved in any serious development project knows there are som rough times ahead, but as far as I can see from the outside it looks good so far - none of those typical high-flak public fallouts that usually occur about three weeks after a bunch of talanted developer prima donnas annonce they're gonne produce the best thing since sliced bread, for instance.

                          2. I advise talking to some of the people (preferably the main people) involved in those other failed projects. I think you would learn something useful. And make it more likely that you won't repeat history.
                          I've seen at least one individual with a proven delivery track record hanging around here, and Vel et consortes would do well to snare him to the dark side, yes.

                          3. (small point) Vel regarding incentives: How are you assigning ownership stakes for people who work on the project? (For when it goes commercial?) Is it based on # of hours worked? Is it written down?
                          Never, ever, underestimate the power of resentment that unleashes the day a pie nobody really dared hope would ever materialize is to be split and shared, yeah. I second this wholeheartedly - if have the foggiest notion of ever going commercial you'd better stop that process right now and set up a contract among yourselves regulating who gets how much under what conditions. But it's a tricky business, especially during a phase where maintaining initial enthusiasm in the crew is the single most important factor. Neither, frankly, do I think the Cindy's Breastians would do themselves a favour by discussing matters like this in the open here. Saying, "Yes, gentlemen, that concern has been attended to, thankyouverymuch." would be nice to ease our doubts, though...

                          4. (nother small point) Vel, I know you said you're stubborn, but would you (could you) desing and code this thing entirely by yourself?
                          Yes, it has generally been the pattern that sucessful open-source games have the background of one single guy with a vision that codes it all the way to a game that is so playable that people want to play it on its own merits - and then it snowballs into a co-operative effort as others, drawn by the smell of success, decide to join the tweaking efforts. But that's not in the cards here, since the team's already formed, so all we can do is sit back on our comfy sun chairs, sippin' drinks and merit points for style as we watch whether this particular contestant will sink or swim. And to throw in some occasional encouraging word, of course.
                          "The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
                          "I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.

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                          • #14
                            Originally posted by Solver
                            I just got a thought... CBR will be a game Vel will easily master cos he develops it . How unfair for his enemies.


                            And should he happen to lose he'll change the rules. Oh the injustice of it all!
                            "The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
                            "I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.

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                            • #15
                              Must... learn... Java!

                              Just - must... finish... degree... first!
                              The church is the only organisation that exists for the benefit of its non-members
                              Buy your very own 4-dimensional, non-orientable, 1-sided, zero-edged, zero-volume, genus 1 manifold immersed in 3-space!
                              All women become like their mothers. That is their tragedy. No man does. That's his.
                              "They offer us some, but we have no place to store a mullet." - Chegitz Guevara

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