Friday, May 09, 2008
Frayed Knights - Feedback Frenzy
And here's another weekly update in the development of Frayed Knights - the (arguably) humorous indie RPG coming from Rampant Games.A couple of years ago, I wrote a couple of articles about a "red line" test for games. The idea was borrowed from a professional fantasy writer who spoke at a science fiction symposium I attended in college. In her writing group, when they'd peer-review each other's work, they'd draw a red line in the text where they - as a normal reader or editor - would have stopped reading for whatever reason. The idea, during revisions, was to keep pushing that line down, further into the story, until it disappeared altogether. Then it might be ready for reading by a real editor or audience.
I thought this could be applied to games, and that's a lot of what the pilot episode of Frayed Knights was all about. It was a rough draft of the first 'chapter,' if you will, and the feedback I've gotten back has been invaluable. I'm nearing 250 feedback responses so far, and I've read every one. Even had to have one translated from German for me (I only took two years of German in high school, and hardly remember a thing....)
As far as the red line goes, a vast majority went on to finish the episode, even though I felt - from their feedback - that there were a lot of issues that might have dissuaded them from playing all the way through. There's been some really clear responses - some with very long suggestions - as to what people would like to see changed. In some cases, I can't act on the suggestions, because it's just not that kind of game, or it would be cost-prohibitive. But the most common suggestions are
But where fixes can be made, I'm making 'em. Slowly. Not so much this week - between recovering from burnout from last week's mad rush to get the pilot out, to this week's crunch-time for the ol' Day Job, I've mostly been focusing my efforts on paper and planning. And I'm going back and playing some of the "old school" games I'm trying to emulate, seeing what sort of things they did so well (even if they'd not appeal to today's gamer).
The best news so far has been - as far as I can ascertain from the feedback - that the core idea behind Frayed Knights is solid and is appealing to a lot of people. There are lots of rough edges in design, interface, and mechanics that need to be fixed and polished, but overall, I feel pretty good about it.
Watch this space for new updates.
Oh, and while I'm at it - any other Torque developers out there - is DirectX support for TGE just as crappy as it seems to be in Frayed Knights, or did I somehow break something? OpenGL runs great, but DirectX is causing flashing polygons, bad lighting on some objects, and nasty terrain anomalies.
Labels: Frayed Knights, Game Design, Roleplaying Games
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The TGE Direct3D wrapper has been called "shoddy at best" -- and since most of us likely prefer OpenGL for being cross-platform capable... D3D in TGE is pretty meh.
Personally I think I tried Direct3D mode once (and that was like back in version 1.3 or something); don't remember if I had any problems or not.
Any particular reason you need D3D?
Personally I think I tried Direct3D mode once (and that was like back in version 1.3 or something); don't remember if I had any problems or not.
Any particular reason you need D3D?
Yes DirectX in TGE is awful, it's not just you. Once I hit artifacting and serious rendering issues I just pretended it didn't exist.
Mac support has been planned from the get-go for the full version, but not the pilot. Linux support is supposedly only a small jump from there, or so I've been told. We shall see. If so, I can't see why we wouldn't support it.
One of the main reasons I chose Torque was its multi-platform support.
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One of the main reasons I chose Torque was its multi-platform support.
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