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Re: 7.1.95 instant comments
- To: Stan Shebs <shebs@cygnus.com>
- Subject: Re: 7.1.95 instant comments
- From: Massimo Campostrini <campo@mailbox.difi.unipi.it>
- Date: 08 Apr 1998 13:16:57 +0200
- Cc: xconq7@cygnus.com
- References: <199804080235.TAA22996@andros.cygnus.com>
Stan Shebs <shebs@cygnus.com> writes:
> I can see putting warnings in the blurb about things that are known to
> be incomplete, but I'd have a hard time assigning ratings to some
> games. For instance, tokyo.g *was* playtested, but then I enhanced it
> to have burning buildings that explode and spread fire, and the
> resulting game hasn't been playtested as much. Also, how much testing
> is needed to quality as "playtested"? What about human vs human as
> well as human vs AI? I note that commercial game companies have the
> same problem - they playtest what they think is a lot, then real users
> crash the game right away...
I was thinking of something very rough. As a minimum let's say a
rating of "well tested" (players can complain if it's
broken/unbalanced), "complete but not well tested" (players can
probably enjoy it, please try it and provide feedback), "incomplete"
and "not an entry point" (both designer only). A blurb for incomplete
games is a must, but a IMHO "rating" file in the lib dir would be
nice. How much testing is needed? I would think "it has been played
a few times human vs AI and human vs human, and people found it
interesting and did not quit early on because it was
broken/lame/unbalanced"; after all, a game is not a compiler. ;-)
> I suppose an "xconq-bugs" would make sense. "xconq7" is open to generic
> discussion now, but I don't see people drowning in mail. Or have people
> been inhibited because they think this list is for developers only?
I don't see "xconq7" mentioned anywhere in the docs, so I guess that
people have been inhibited because they don't know of the list; or
because they don't know of the game, but we will run a little
advertisement this time. :-)
Massimo