[quote who="GoaFan77" reply="7" id="3173938"]How come I've never heard of this Chris guy then? Does he post?[/quote] Chris started about 6 months ago. I don't believe he's posted on the forums before, but I could be wrong. :) - Jon
JonShafer
I know what he's doing. ;) - Jon
[quote who="Rishkith" reply="36" id="3127369"] Well I have no argument with that either. The problem for me is too often I've seen the argument made that dumbing the game down is good to appeal to lots of "casual" players. This is the bad solution some developers take lots of meaningless complexity fails. Understanding the intent of your article now, I would rate it a lot higher because you did make a good counter-argument to "more is better".[/quote] Glad to hear
[quote who="Vallu751" reply="22" id="3126031"]Restrictions don't have to increase complexity. For a simple example, consider a game that has units that can move to any adjacent squares. Then change the rules so that units can only move directly forward, left of right. Movement has been restricted, but it hasn't become more complex. There's an interesting geeklist on Boardgamegeek about Depth vs complexity. The definitions for depth and complexity in the geekl
[quote who="Rishkith" reply="8" id="3125617"]He misses the mark. It isn't restrictions that matter at all. As Neo says in the second Matrix movie "The problem is Choice". It is meaningful choices that matter and make the game better. To make the choice meaningful, the act of choosing must place restrictions upon the player. This is why Shooters on rails or any type of "railroading" has a negative connotation in gaming. Restricting a player is a bad thing except when
The key is proper planning. You want to write up the basic goals for whatever you're working on, then make a very detailed list of what is required to get there. It's VERY important to know what your target is, otherwise you'll just be flailing around writing code or making changes without knowing if you're getting closer to your goal or further away. It seems stupidly obvious that you want to have some idea of what you're making, and how you want each feature to be fun, b
I'm afraid that the campaign won't be part of the beta, so you'll just have to wait until the game is officially released before you'll be able to play it. :) We've put quite a bit of time into it, so those of you who were disappointed by the WoM campaign should still give it a shot. All I'll say right now is that it's fairly long and has a good amount of optional content. - Jon
[quote who="seanw3" reply="8" id="3079969"]We all know Jon Shafer is working on a project for Stardock. Not totally off the wall that he would be working with Ironclad. [/quote] Afraid I don't know what this game is either - looking forward to finding out though. :) - Jon
[quote who="Tofi" reply="12" id="3051234"] Wait what? You made a Starcraft expansion? [/quote] Yep. :) - Jon
[quote who="Lantros" reply="36" id="3018936"]Is Shafer too cool for it? [/quote] Nah, I'm just a stick in the mud. [e digicons]v_v[/e] Jon
[quote who="sandstig" reply="5" id="3016468"]Anyone else getting a 404 on Impulsedriven.com right now?[/quote] It's up as of 5:13 pm eastern time. Jon
No need to worry too much. The tech tree, buildings, etc. still have a fair amount of work ahead of them. These early screenshots don't reveal how everything is going to look in the final version of the game. :) Jon
A single production queue forces the player to choose what is most important for a city to build. Good strategy is all about having to make important choices. It SHOULD be tough to have a strong economy and military. Of course, the military and economic paths should also be balanced (otherwise it’s just a bad strategy game). If there is one source of production multiple queues are inefficient, since you&rsqu
Apple makes things with rounded corners and everyone copies them because they want to sit at the cool kids table too. Jon
Oh Derek, you tease! Jon
There's a few details on DoW 3 in this article: http://www.eurogamer.net/articles/2011-07-12-new-dawn-of-war-iii-details-emerge Of course, the article also says there'd be a big announcement at GamesCom, which hasn't happened... maybe today? ;) Jon
[quote who="Zeta1127" reply="34" id="2985378"] Quoting Timmaigh, reply 31Alternatively i could use crossover of Homeworld and Sins, again basically it would play like Sins set in HW universe. Frankly, if Relic at some point decides to make HW3, i hope it will be something along these lines. It has been hinted that Homeworld 3 is in development, so if it isn't more like Homeworld than Homeworld 2, I will be very irritated, because Homeworld was superior to Homeworld 2.[/qu
Relic's next RTS has already been announced as being Dawn of War 3. Was hoping for more Company of Heroes myself, alas. Jon
Agree. I'm not really a fan. :P Jon
Derek is steering Elemental, so with this game my main work is in helping him with what he needs. I'm also spending a fair amount of time preparing for the next project. Unfortunately it means there's not really a lot for me to talk about here on the forums yet. :) Jon
The industry definitely still has a macho "if you don't want to be here 80 hours a week then don't be here" attitude (for the most part - this isn't true everywhere). This, in turn, gives studios the ability to plan out projects poorly and get away with it time and time again. Since people WILL work overtime it means project schedulers have a large built-in buffer to cover mistakes in scheduling. There's just enough decent developers with only a couple years experie
Really like my Canon printer. Avoid HP like the plague. Jon
[quote who="TCores" reply="29" id="2937397"]Thank you for the response! Like the other comments, I appreciate the honesty and am myself now ready to move on. I will admit I am perplexed Stardock is developing an engine without scripting, even if they had no modding plans. Scripting lets designers work on the mission components without accidents that cause memory-leaks and instability across the entire product, not to mention the productivity gains you get out of a high-level langu
Trust me guys, the only thing I want to see more than an awesome moddable game is an awesome, fun game. We still very much want to get to the point where the modders can do pretty much whatever they want, but it will take time and a lot of hard work. If we could snap our fingers and make it happen now we would. :) Jon
Sorry guys, it's disappointing on this end as well. :( Our first priority has to be deliver a solid, fun core experience. When we've accomplished that, it will give us the opportunity to flesh out the other parts of the game. As you all know, the launch of Elemental was rough, and being a small company means its impossible to address everything we want to at the same time. Jon