Dear Spring Devs:
Moderator: Moderators
- MaulMachine
- Posts: 4
- Joined: 27 Apr 2005, 03:02
So you would like an ASCII-art spring as much as spring running at 1600x1200 with dynamic water, 8x full screen antialiasing, bilinear filtering, etc.?
Or even a spring where you get only the coordinates of the units on screen?
Hm?
graphics do improve gameplay, they even are an important part of the gameplay!
(tho I admit yes that e.g. the difference between 4x FSAA and 8x FSAA doesn't really matter for gameplay)
Also, realise that we don't develop spring because you want us to develop it, we only develop it because we like developing it. From this it easily follows that if a dev likes to write a water renderer, then that is what happens, and it's highly improbable the same dev would have spent the same amount of time / day on spring if he just used it for random bugfixing.
E: obviously the same applies to the GUI. IMHO GUI writing is boring so I probably just won't do it, no matter how much time you give me.
Or even a spring where you get only the coordinates of the units on screen?
Hm?
graphics do improve gameplay, they even are an important part of the gameplay!
(tho I admit yes that e.g. the difference between 4x FSAA and 8x FSAA doesn't really matter for gameplay)
Also, realise that we don't develop spring because you want us to develop it, we only develop it because we like developing it. From this it easily follows that if a dev likes to write a water renderer, then that is what happens, and it's highly improbable the same dev would have spent the same amount of time / day on spring if he just used it for random bugfixing.
E: obviously the same applies to the GUI. IMHO GUI writing is boring so I probably just won't do it, no matter how much time you give me.
- MaulMachine
- Posts: 4
- Joined: 27 Apr 2005, 03:02
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- Posts: 36
- Joined: 24 Sep 2004, 10:11
Obviously, the graphics make a difference to the overall experience, though I still disagree that they make any difference whatsoever to gemplay (apart from slowing things down), but when you've got low-poly, often poorly-textured models running around on your landscape, the more detailed you make the actual landscape the more wrong it will look. And when the majority of people playing cannot use these features without horrible slowdown, you are quite definitely making gameplay - in the definition you seem to be using, covering the entire experience of playing - a lot worse.
I don't know about anyone else, but I get much more satisfaction out of doing a full job on one thing than half the job on twenty.
And if the shiny, looks-good features are the ones that make the devs happy, why isn't a good-looking efficient GUI in the same category?
Nevertheless, the fixes still need to be done. Adding more shiny features that the devs find satisfying to write doesn't change that one bit.Tobi wrote:...it's highly improbable the same dev would have spent the same amount of time / day on spring if he just used it for random bugfixing.
I don't know about anyone else, but I get much more satisfaction out of doing a full job on one thing than half the job on twenty.
And if the shiny, looks-good features are the ones that make the devs happy, why isn't a good-looking efficient GUI in the same category?
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29