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Creator: Tuxedo-Templar Time: Mar 27 2008, 4:29 am |
| Tuxedo-Templar | Mar 27 2008, 4:29 am | Post #1 |
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Alright, my previous article was a bunch of theoretical garbledegook. Here's what I've learned since then.
Chapter 1: Tools Here's your checklist:
That's it, really. I'll leave it to you to find each of these on your own. Consider that the exam for this chapter that'll be the minimum you'll need to go on to the next. That includes also learning how to use these tools, which is also outside the scope of this article (they're explained much better elsewhere, anyway).A few things first, though: Forums: For any decent-sized map project that justifies multiple people helping with it (that is, not your ordinary Bound or Madness crap), a forum is a must. I can't say that enough times. I've tried squashing even minimal team-based projects into just single threads. Terrible. Never works. Not for me, at least. For any discussions you plan to be going into depth about, or just for information you need to keep track of, you need at least the equivalent of your own discussion board. I offer subforums at Warbox to anyone who asks for any project or personal use, for instance. Messenger Program: Also needed: A messenger program. This ought to be obvious: You can have real-time discussions with project members rather than the staggered ones in the forums; much better at addressing specific nitty gritties and for brainstorming. To understand when to use messenger versus a forum:
Information Tracking: Here's the important one. Your forum is used for your general project information, but you'd do well to use a separate source for your more specific project details. For ANY team project, you'll want to keep a detailed (and accurate) reference for:
Again, I use FrontPage for this because I like having my information in frames (and I DON'T recommend inline frames anymore, by the way) to view different parts all at once. You may use whatever method works for you, though. Even regular Notepad may be fine. SVN: Be SURE you've figured out how to work SVN with your team in order to manage and share project resources. This vital program is the key to enabling powerful team development to work with just a single map between multiple people. Without it, you're stuck manually passing the map back and forth and stumbling with your own clumsy version control systems you have in place (if you've even bothered to arrange any with your team). SVN is designed to allievate that annoyance by handling version control in a centralized, organized way. It comes complete with features for backtracking, resolving conflicts between each persons' versions (such as, if you make a change to the map, but someone made one before you got your copy of it... that's a conflict), and logging information on your progress as you go (which you should ALWAYS use with as much detail as you can; even for trivial changes to the map). Chapter 2: Setup Ok. You have the tools installed. And you have a forum setup, and a few guys to help with your map. Now to get started. The Outline First thing you're gonna want for your project is the idea. You usually brainstorm this first, but you may already have something in mind. Doesn't matter. I'll assume you have one. What to do with it, though, is to start mapping it out on your information tracker. You'll want to use a forum thread or a chat (or both) to work this out between all of your team's members. You'll likely be amending this outline regularly throughout your project's development, so never just write it up and expect to go "Ah! Done!". It helps to go through a few drafts of your outline before you begin, too (the more planning you can get out of the way beforehand, the better). Map Setup You got your idea outlined. Now to get your map set up. Pick your tileset, map size (be sure to think on this carefully), player settings, forces, etc. Then you'll want to prototype an early sketch of the terrain. Nothing detailed here. One person (your project leader) does all this as best they can from the outline. They also need to set up the basic alliance, vision, unit placement, etc. triggers to get things started. Lastly, go into SCMDraft 2's Trigedit (text-based), and copy the text triggers into their own text files for use with Notepad++ (I'll explain a good way to handle trigger development with this tool in the next chapter). Divide n' Conquer Finally, with the map set up, it's time to start delegating. Firstly, get your SVN server running with the map on it so people can Checkout their own copies of it. Then, have a look through your outline, and start breaking off pieces of it from the most logical beginning you can think of and put those pieces into each members' own to-do lists. Be sure everyone is clear on their assigned jobs. I'll discuss more in the next chapter on how to keep organized with your project lead. With all of this, you should be ready to go. On to the development! Chapter 3: Development The Cycle When doing maps solo, almost any approach to tackling it can work out. Almost. But with doing a team project, you need to be a bit more organized than you probably would be normally with a solo. What I use for my projects (solo and otherwise) is a cyclic approach. For a team project, it might work as follows:
This list is the general cycle you'll want to follow. That's not to say it's the ONLY way to do it, but it's the way I'd recommend. Lockdown You will also want to divide up your project into major 'chapters' while applying the above cycle to your development for each 'chapter'. The point of this is so that, every now and then, everyone can come together then as the project arrives at significant milestones in its development. Like when moving out of pre-alpha to alpha, or alpha to beta, etc. (or just whenever you feel like it ). For these steps, you go into a mode I like to call Lockdown Mode:
With the lockdown, the map is brought to a state that's suitable to mark the completion of a chapter of development. These milestones are important because they act as reference points for further development so that everyone can stay on the same page. They're also useful testing out the map, even if it's incomplete, to get as much information as possible without worrying about the little things that keep getting changed with the developing version. This is also obviously what you'll want to do for the official release, except perhaps more thoroughly (more testing and QA, I mean). Project Lead's Job <fill in later> Terrain Triggers Chapter 4: Release Beta Testing <fill in later> Locking Down <fill in later> Release! <fill in later> Still writing this. Will edit later. Gotta go do something now, though. brb |
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This post was edited 6 times, last edit by Tuxedo-Templar: Mar 27 2008, 11:04 pm.
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| AntiSleep | Mar 28 2008, 2:39 pm | Post #2 |
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Ad-hoc method(1-3 person):
None of this is canon, but it does help things go more quickly and smoothly. First: Outline gameplay genre/framework, Declare terrain requirements for planned trigger systems. <Enter prototype stage> Terrain creates map file and goes to town on terrain with input from balance department, don't worry about getting the map to trigger people yet. Until Terrain has ceded control of map, trigger people need to work in generation code and text, all major systems can be done this way, you don't need access to the map file until you are ready to start on stores and unit placement. Triggers take custody of map file, implement their work. <enter alpha, debug triggers> Balance..... should be by someone good at both melee AND closest related UMS genre. This team member must know damage types and micro techniques extremely well. <enter private beta, continue balance> Release publicly after about a week of private beta testing. Notes: If you are passing maps over bnet, use the following filename format: [acronym] [prerelease stage] [date][initial of last modifier][daily subversion].[extension] for example: "BCF Beta 4-28-08A.scx" if passed and edited might be renamed: "BCF Beta 4-28-08D1.scx" then "BCF Beta 4-28-08A2.scx" etc. so even if you have multiple people work on a map in 1 day, you know which came last. When releasing a map, use this format: [full map name] [version number].[extension] EG: "BattleCraft Factions 1.34.scx" The full map name should be in the map title, preferably accompanied by version number. If that is impossible, put version number in one of the force names. |
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This post was edited 1 time, last edit by AntiSleep: Mar 28 2008, 2:45 pm.
![]() I do not respect your beliefs, and I implore you not to respect mine. To ask respect of beliefs held without evidence, is to burn the books of progress and hope. - The Village IconoClast |
| Tuxedo-Templar | Mar 28 2008, 10:44 pm | Post #3 |
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You do need locations to do triggers, though. Terrain often dictates what locations you'll be using (some exceptions). Therefore I recommend not starting on triggers until a basic, ugly draft of the terrain is settled upon.
That is, unless you know the nature of your locations already. My experience is that I usually don't, though, but it really depends on the map. |
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This post was edited 1 time, last edit by Tuxedo-Templar: Mar 29 2008, 12:05 am.
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| AntiSleep | Mar 29 2008, 1:21 am | Post #4 |
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Why can't you name your locations as needed in text triggers, making a list of locations you will need to create before inserting the triggers? Obviously this isn't efficient for stores, or other locations that are needed by 1-2 triggers, but any big system is going to be faster to implement if you plan that way. Many trigger systems don't require locations at all, so you can easily get those out of the way.
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![]() I do not respect your beliefs, and I implore you not to respect mine. To ask respect of beliefs held without evidence, is to burn the books of progress and hope. - The Village IconoClast |
| Tuxedo-Templar | Mar 29 2008, 2:46 am | Post #5 |
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With AG, almost none of the trigger systems I've made did not depend on locations in one way or another. While some of them could have be amended later to include locations as needed, I have ran into points where I have needed to decide on locations (and thus terrain layout) before I could continue.
For example. In AG, the main arena is not a perfect rectangular shape. Plus the shop and hangar areas overlap into its relative rectangular zone. I felt this design was the best approach for what I was intending to accomplish. But, because of it, I couldn't simply make an 'Anywhere' location to fit it; I had to make four separate locations to accommodate its shape. This was an important decision to establish early on, which I didn't do as soon as I'd liked. It cost me quite a while with both rewriting triggers and debugging issues before I managed to recover from that oversight. That's kinda the reason I think you need to have a good idea on your layout and key locations before getting too far into your triggers. |
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This post was edited 1 time, last edit by Tuxedo-Templar: Mar 29 2008, 2:51 am.
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| AntiSleep | Mar 29 2008, 2:20 pm | Post #6 |
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True, but that is a lot easier to change if you write all your triggers in a generation script, .
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![]() I do not respect your beliefs, and I implore you not to respect mine. To ask respect of beliefs held without evidence, is to burn the books of progress and hope. - The Village IconoClast |