Ferrium

1
Hmmmmmmm... I keep wanting to point out to Kaz that, as far as I'm aware no details have ever been released to modellers regarding :-

Model Format
Hierarchy
Texture types/setup
Polygon estimates etc.

It's hard to make models for a game when you have no idea what your targets are.

He really does need to stop looking for people to blame and start working on an Agenda for the game. Bobb is doing his Grpahic Engine, and is a bit wrapped up in SCP at the moment. Big deal, I'm supposed to be doing stuff for TI, but I just don't have time, and won't have for a couple of weeks. That's life.

I do wish he'd stop attacking/berating people whenever things don't work out exactly as he wanted :( He's standing a good chance of alienating the modellers who would make his engine a success.

I'd post this in the Ferrium boards, but Kaz is so unstable, he'd probably just start shouting, and I'm just not in the mood for it.

4
Agreed, I think Kaz expected to much and supplied too little, as it were. Maybe this will help get things more organised there.


Edit : I actually suggested from the top to Kaz that he had a non-coder to act as the go-between (I wasn't offering btw - far too busy) but he wanted Ferrium to be his and his alone.

He needs to understand that the focus of HLP, the very thing that stops us from tearing each other to pieces is Freespace and the SCP. The Ferrium project is a wonderful thing, but Kaz likes being the centre of attention, he really ought to be on a board dedicated to Ferrium only if he feels that way.

7
Well, truth be told, back in my Z80 coding days I started a lot of games I never finished, but at least I planned them before I wrote a line of code, I didn't make it up as I went along, that's actually very bad coding practice. You need flowcharts and stuff, it makes life so much easier later.

8
Well, I suggested they use modern battleship loadouts as a guideline for their weapons in Ferrium. It seems a bad idea to 'feel out' how many turrets you need, how can you expect to recieve balanced models from several different people if they have no idea even how many turrets are needed?

Ah well, I made my suggestion, it's up to him really :)
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10
Idiot, I had to pull him in Trashman away from eachothers necks when they were fighting over the number balance of battlehships versus carriers while there isn't a line of code properly written, not a true design doc in sight, and no-one has a f#####g clue about the story.

I'm only staying aboard to watch the drama and see if it might turn out well.

13
Well, having had a brief but thankfully cordial discussion over design on the Ferrium foum, I have to conclude Kazan doesn't have the faintest f#####g clue how to actually design a software system to be built by a team. He seems to be at a stage of being able to write code ad-hoc, but not design it; or indeed want to design /document it, because it's 'his' code.

I guess he's not got that far at uni, then.

14
Well, the general trend seems to be :-

What do Terran Ships look like?
- Terran

What do the Alien ships look like?
-Alien

How many guns to Terran cruisers have?
-Enough.

He needs to learn to designate, he may be the leader, but, as I think Bobb said, he has a micromanagement problem, he tries to control every last detail of the game, without actually being 100% sure what he wants from it.

He needs to form a design team, at the very least to knock together doodles of what a 'standard' ship for each race would look like, to draw up lists of weapons/techniques and a brief history of the race that ties in with their combat style.

Most importantly, he needs to put all of that information in one place, sticky the thread and call it 'Species Information Thread' or the like, so that there is only one place where people need to look and they don't need to dredge through pages of techno-jargon etc to read it.

The fastest way to make a modder lose interest is to make it a job simply to get hold of basic information that he needs.

Oh, and surely the storyline/factions should be up for debate by all members of Ferrium, you lot aren't short and orange.

15
Quite frankly I don't know why he bothered designing a game for the engine at all. It's a huge division of resources and time.

Far better to have just coded an extensible engine based on FS2 with all of the crappy coding (AI, collision detection etc) turned into much more easily managed code.

That's what Ferrium sounded like when it was first proposed and when I was interested in the idea but it seems to be evolving into Kazan's own BattleCruiser millenium and I'm certainly not interested in working on that.
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