Gameplay explanations

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freem
Mantis
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Gameplay explanations

Postby freem » Thu Mar 04, 2021 2:10 am UTC

I, for long, was confused about imbalance in unvanquished. I said that more than often on IRC, but its like a mandala: it's beautiful for few hours, and forgotten few minutes after.

I think there should be a real «gameplay» definition, with the "what should be reached", the "how to reach it", the "failed solutions, and why they failed", and the "interesting tracks".

There are some documents around, based on tremulous' gameplay knowledge, but licences is unclear, so I can't share them. Please put everything you're allowed to here.

Also, ideally, I think we should keep such a "unified vision" (more like, accepted by most, good middle, etc) public, so that there is a clear target to reach, or to discuss. This would generate less conflicts imo, and maybe could generate mods with different visions, yes still working together?


PS: I think this kind of discussion should be managed by some authority recognized by everyone, and pinned up. You are all free to disagree, and there is no guarantee any such "authority" will even agree with that.
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Gireen
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Re: Gameplay explanations

Postby Gireen » Thu Mar 04, 2021 7:52 pm UTC

You are talking about this https://github.com/Unvanquished/design-document right?
Or at least its the source for the pdf.

All "historic" gamplay discussions can be found in ideas & suggestions

Viechs design document is probably the most "complete" text there is to this topic.
In the beginning we tryed to create some sort of "vision statement" witch was not so successful. :frown:
I still think that would be a good idea even if many gameplay changes already happened.

Creating a description of the game in a few versions with diffent levels of abstraction.
Starting with a basic description of the game like one would expect from wikipedia. To a detailed description of a game round in optimal conditions with as much "measurable" rules as possible. Like optimal game length, timeframes for different stages, strength comparison between single aliens and weapons etc.

A new approach to this could be to start with describing the current state of the game in this way and then propose changes to this "goal" like decreasing the average time of rounds. And then looking for ways to change the game to achieve this goal. Kind of like the gamplay issue tracker but with more ways to "measure" the effectiveness of changes.
fear ma engrish :granger:

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