Good evening fellows of Xonotic community... I am here to inform you that I am (at least temporarily) quitting development of Xonotic. I need you to understand precisely why, and what it will take for me to consider not leaving.
Consistently, my hands are tied with Xonotic design. I cannot push forward the design of the project without fighting through 3 groups of people first. Generally, those groups include: My fellow team mates, the competitive community, and the forum/general community. Each group requires me to explain all my choices several times, and battles them in different ways... and it wears me the fuck down. I spend more time arguing in favor or against an idea than I do actually programming or implementing ideas or bugfixes, and it draws frustration instead of the joy I would get from fulfilling a design. I understand that you want the project decisions to be entirely free, but the fact is, that doesn't work. It doesn't work for me, and I postulate that democratic design will NEVER work to build a game which can strive and push forward in regards to production and presentation quality.
I will not be coming back to this same stress level. It's either: I get superior say regarding gameplay design, mapping design, and art design decisions, or there's no way I can stand being here anymore. To clarify what i'm saying, I want the superior decision on design aspects of the game barring an override by veto of a core team member or core team vote. That is to say, superior say over my extended team mates, except for core team members who can challenge/dispute my choices.
I don't have time or interest to argue my choices with everyone, and it's simply not possible for me to lay out all my designs all the time. I do present the ones which require questioning to you folks on the forums or various parts of the community (See: Blaster concept, new weapons concepts, pretty much all my threads i've done on these forums) and implement the ones directly which don't. For the rest of the ideas/designs, I keep them in my head while i'm working on them as presenting them too early (especially while they're subject to change) can be a large problem both for the future of the idea and for my sanity, as i'm the one who is left to argue in favor of them. That being said, i'm going to lay out my current (and required) vision for this project in brief/simple descriptions. I don't have time to do this normally, and I won't be doing this for every single subject that I can be involved in, but this should paint a picture of how I see this project emerging later:
There are literally thousands of ideas I have for the design of Xonotic, but it simply is not worth my time to write them all out and argue for them in a public forum of any sort, and i'm tired. I'm just tired. If I stay, I will work towards these goals and there will be no disputing them. Criticism on their specific design and suggestions are sure allowed, but I will not tolerate any "insistances" by other people except the core team anymore. BTW I define insistances as design demands or suggestions which will not accept refusal.
On another note, I assure you that Taoki is useless for us. I do not want him anywhere near the development process of Xonotic. I don't care if you don't know the back story or think i'm being irrational regarding him, I will not work with him in any way whatsoever. As far as i'm concerned, I would be happiest if Taoki were banned from the entirety of Xonotic. Of course, if I leave, he can stay... but well, I wish you luck with that disaster.
Anyway, as of the end of today, I am gone until at least October. Good luck running the project without me.
Consistently, my hands are tied with Xonotic design. I cannot push forward the design of the project without fighting through 3 groups of people first. Generally, those groups include: My fellow team mates, the competitive community, and the forum/general community. Each group requires me to explain all my choices several times, and battles them in different ways... and it wears me the fuck down. I spend more time arguing in favor or against an idea than I do actually programming or implementing ideas or bugfixes, and it draws frustration instead of the joy I would get from fulfilling a design. I understand that you want the project decisions to be entirely free, but the fact is, that doesn't work. It doesn't work for me, and I postulate that democratic design will NEVER work to build a game which can strive and push forward in regards to production and presentation quality.
I will not be coming back to this same stress level. It's either: I get superior say regarding gameplay design, mapping design, and art design decisions, or there's no way I can stand being here anymore. To clarify what i'm saying, I want the superior decision on design aspects of the game barring an override by veto of a core team member or core team vote. That is to say, superior say over my extended team mates, except for core team members who can challenge/dispute my choices.
I don't have time or interest to argue my choices with everyone, and it's simply not possible for me to lay out all my designs all the time. I do present the ones which require questioning to you folks on the forums or various parts of the community (See: Blaster concept, new weapons concepts, pretty much all my threads i've done on these forums) and implement the ones directly which don't. For the rest of the ideas/designs, I keep them in my head while i'm working on them as presenting them too early (especially while they're subject to change) can be a large problem both for the future of the idea and for my sanity, as i'm the one who is left to argue in favor of them. That being said, i'm going to lay out my current (and required) vision for this project in brief/simple descriptions. I don't have time to do this normally, and I won't be doing this for every single subject that I can be involved in, but this should paint a picture of how I see this project emerging later:
- I want proper map design, but it's not possible to define all the mapping rules and standards perfectly and objectively. It is relative to each map, and I want to have superior handling of map design and map gameplay. We need to remove Drain, the map is broken and simply not acceptable enough... It was created literally entirely for the purpose of adding a texture set, and has no place remaining in this game now. We need to fix Newtonian Nightmare, the design of this map (with generators, annoying team based jump pads, and warpzones) is simply not acceptable, it is not played by people due to performance problems and because it is simply a weird and annoying map to play on. We need to add more maps, but the Xonotic mappers don't work on the ones in the queue already and instead fight me about which SHOULD be in the queue. Vorix for example is a map which is nearly ready to be added, but no one will fucking touch it... It would probably take 3 hours of work to finish. Instead, I get suggested maps by Cortez or other mappers, and these maps are honestly lost causes in my mind given the effort required. I defined it in my other post earlier... quote here: http://pastie.org/8334459
- Now, regarding art style.... Lets start with playermodels: Our current playermodels are shit, they do not fit the criteria of playermodels we need. The majority of them are too small, and their design is poor and unmaintainable in general (the artist of them left quickly after they were originally made, and since then we have not and will not find anyone who can pick up their development later). The model by Taoki recently is an example of this, instead of actually making a new model in the same theme, he took an old model and distorted its geometry without editing the texture or uvmap or any other required such things. From a technical standpoint, it's a nightmare. Additionally, from a design standpoint, it's fucking retarded, because the model isn't even very good. Anyway, back on subject: Morphed and I came up with an idea of replacing the current models with playermodels that have segmented/attached body parts, this way we create a simple theme for each team, and then allow customization by the player to provide individualization. This is quite a lot like Overkill models, but with better design and artistic style in mind, allowing people to expand on them by creating more attachments or even their own sets of team models. That is the root of the idea for ditching existing playermodels and starting over with a new design. There are also quite a lot more ideas behind it, like splitting gender OUT of the model/character selection and rather putting it into the hands of each player.. this way playermodels are gender nuetral, and people rather select their own gender to be used in the game for voices or game messages. (so we can properly use "he" and "she" or such in death messages or whatever)
- Moving on to items: The existing health and armor models are nice. The existing ammo models are okay. The existing powerup models are acceptable. The simpleitems artwork is poor but there are other alternatives as well that are acceptable... However, I want to clarify something... Every sentence i've just said is with respect to that group of models... When it's combined, these models and design concepts are A FUCKING NIGHTMARE. There is no consistency in the design, the scaling is all wrong, the theming is all wrong. What do I want? I want to ditch all existing item pickups. I want to pick a unified 2D concept/design FIRST, which we will also use as the simpleitems and HUD icons for these items, and then we'll use those designs to build an EASILY-REPRODUCED STYLE for item pickup models that is centralized and controlled cleanly. I've had Sev (the artist who made the Xonotic font 'Xolonium', the map 'Xoylent', and the 'Luminos' default HUD and menu theme) working with me on such concepts for a bit now and i'll gladly show you piece of that to get you to shut up: http://pics.nexuizninjaz.com/images/wbq3...89ume5.png -- FYI, if I leave, make sure not to fuck this part up when picking up my place, because it's pretty important.
- Now for weapon balance... I'll just leave you my todolist for weapons for now I suppose: http://pastie.org/pastes/8333633/text -- In general, I want to develop unique personality for each of the 9 core weapons, with non-redundant but essential functionality that makes each weapon uniquely powerful. The main things left to do would be splitting the ammo pickups among the weapons properly, and adding the Arc (lightning gun).
- Physics design... My goal for the physics is to make them smooth and a delight to use, while also providing more competitive skill depth requiring you to master the physics to move faster in the game. My changes to the physics after 0.7 are represented directly in that way, as they all work towards those goals. Unwanted side effects need removing of course, but they are in general already quite good in these regards.
- Xonotic statistics integration into the game... WELL at this point of writing the post, i'm wearing down, so i'll just describe it as basically as possible: I want to add Xonstat integration into the menu, displaying your profile information in the Multiplayer window, as well as showing your ELO/Rank in game and handling it by code for autobalancing and other such purposes.
- Lobby/matchmaking/friends list system-- Generally just a system built into the menu which allows you to find games (same as #xonotic.pickup, but better ) and other friends playing the game at the time, as well as providing global/friend chat functionality built in. It would also allow you to notify other people that you're playing the game externally via IRC or email or such potentially, and it would allow you to gather people to servers for quickcups or other casual tournaments quite easily.
- Server listings and administration-- It is a huge problem that people see Xonotic as a sandbox for development in my opinion. When you provide only a sandbox without exclusivity, you provide a sandbox where the retarded kids shit in the corner and piss all over the rest of the box. I propose that we clean up the serverlist, providing only promoted/official servers in top view by default so that core community can build with new players and direction that you cannot get otherwise with minstagib and overkill and such taking all new players in before they get the chance to even try the rest of the game. What I propose is setting up a "hub" server community of like-minded administrators who all set up their servers to be the face of Xonotic multiplayer. Managed by community members, but ultimately controlled and hosted by the team, they would be promoted officially with tournaments, cups, and other such promotional events to publicize their existence and build their community. Additionally, I propose segmentation of the serverlist. Yes, segmentation. I want non-core servers to be in a separate category, listed BELOW core servers, and I want promoted servers to be at the top as recommendations for new players to join into. This way, we funnel the new players into places more welcoming into building the community of core servers. Honestly the main reasoning behind this? A house divided against itself cannot stand. We need one unified gameplay which people agree upon first, and then we'll deal with promoting mods later. If we release 1.0 with such bad segmentation of playerbase as it is now, the community is destined to have a population collapse very shortly after release.
There are literally thousands of ideas I have for the design of Xonotic, but it simply is not worth my time to write them all out and argue for them in a public forum of any sort, and i'm tired. I'm just tired. If I stay, I will work towards these goals and there will be no disputing them. Criticism on their specific design and suggestions are sure allowed, but I will not tolerate any "insistances" by other people except the core team anymore. BTW I define insistances as design demands or suggestions which will not accept refusal.
On another note, I assure you that Taoki is useless for us. I do not want him anywhere near the development process of Xonotic. I don't care if you don't know the back story or think i'm being irrational regarding him, I will not work with him in any way whatsoever. As far as i'm concerned, I would be happiest if Taoki were banned from the entirety of Xonotic. Of course, if I leave, he can stay... but well, I wish you luck with that disaster.
Anyway, as of the end of today, I am gone until at least October. Good luck running the project without me.