Improving the 'New Dev' Experience - Page 2

Improving the 'New Dev' Experience

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Improving the 'New Dev' Experience

Post by Forboding Angel »

Silentwings wrote:
Developers need to get accustomed to running spring.exe directly without lobbies
I never have. Why would you?
:shock:

The only time I use a lobby is when I'm testing modoptions.
Last edited by Forboding Angel on 11 Feb 2017, 14:57, edited 1 time in total.
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Improving the 'New Dev' Experience

Post by Jools »

You cannot solve a social problem with a technical solution.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Improving the 'New Dev' Experience

Post by PicassoCT »

Lies.

There are tons o communities out there, where players participate.
The Entrance barrier is just that much lower.
You can build units ingame.
Maps ingame.
Show off your creations.
And there is no need to learn c++ for that. No need to lua it up.

This exclusion of non-professionals is a decision made by the community as a whole. Propelled by ones own experience.
After all its easy for me, thus it should be easy for everyone.
All the learning pain is forgotten.
sprunk
Posts: 100
Joined: 29 Jun 2015, 07:36

Re: Improving the 'New Dev' Experience

Post by sprunk »

(offtopic)
The only time I use a lobby is when I'm testing modoptions.
You don't need a lobby for that. Modoptions can be imparted to spring.exe through startscript:

Code: Select all

[GAME]
{
    [MODOPTIONS]
    {
        gamemode = lob;
        wub = 567;
    }
}
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