Profile for Arenax
Field | Value |
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Displayed name | Arenax |
Member number | 5181 |
Title | Shock Trooper |
Postcount | 262 |
Homepage | http://blacken.superbusnet.com |
Registered | Thursday, November 11 2004 08:00 |
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Creating New Editors for BoA in Blades of Avernum | |
Shock Trooper
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written Monday, November 22 2004 09:18
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quote:Perhaps I'm pessimistic, but I think "a few" is understating it. BoA is a harder system to use than that of BoE. I think users are likely to be intimidated by it, and if much of what they see is garbage, they'll be scared off before they can even get into making their own scenarios. That happened to me soon after my parents bought me BoE; I saw a ton of crap, played some of it, and tossed it into my CD caddy it wasn't until a friend of mine sent me one of the better scenarios--Nephil's Gambit, I think--that I got into it. While there are probably going to be many good scenarios for BoA, bad ones have more of an impact early on. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
3D BOA Editor (Windows) in Blades of Avernum Editor | |
Shock Trooper
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written Monday, November 22 2004 09:08
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quote:You said it was "simple." "Simple" and "easy" are interchangeable. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
3D BOA Editor (Windows) in Blades of Avernum | |
Shock Trooper
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written Monday, November 22 2004 09:08
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quote:You said it was "simple." "Simple" and "easy" are interchangeable. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum Editor | |
Shock Trooper
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written Monday, November 22 2004 09:05
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quote:They may be able to tell a story--but not write a quality scenario. Scenarios are more than story. quote:What I said has held true for most members of the communities of the GCKs I've used and worked on over the past few years (ZZT and Megazeux, among others). If you give people a crutch, the vast majority of them will keep it permanently. quote:Scenarios that are lacking in playability, but might have a corking good story. Sorry, but I still want playability first. Games are not mediums first to tell a story--they are first games. quote:Fewer good scenarios > many bad scenarios. Elitist? Probably. Accurate? Said Boolean evaluates to True. :P Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum | |
Shock Trooper
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written Monday, November 22 2004 09:05
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quote:They may be able to tell a story--but not write a quality scenario. Scenarios are more than story. quote:What I said has held true for most members of the communities of the GCKs I've used and worked on over the past few years (ZZT and Megazeux, among others). If you give people a crutch, the vast majority of them will keep it permanently. quote:Scenarios that are lacking in playability, but might have a corking good story. Sorry, but I still want playability first. Games are not mediums first to tell a story--they are first games. quote:Fewer good scenarios > many bad scenarios. Elitist? Probably. Accurate? Said Boolean evaluates to True. :P Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum Editor | |
Shock Trooper
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written Monday, November 22 2004 08:55
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What was the question I asked, Djur? "Should I port my tools to the Mac?" Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum | |
Shock Trooper
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written Monday, November 22 2004 08:55
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What was the question I asked, Djur? "Should I port my tools to the Mac?" Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum Editor | |
Shock Trooper
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written Monday, November 22 2004 06:42
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quote:And in other news, the sky is blue! quote:For important work, I use C++. For something that I'm trying to kick out the door and get into circulation, RAD tools have a place. quote:Which is part of the reason behind my CallWizard concept (which was a fairly large concession in the direction of what they want, but because you *GASP!* must actually read code and understand it to use them, people hated it.) [ Monday, November 22, 2004 06:42: Message edited by: Arenaqs ] Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum | |
Shock Trooper
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written Monday, November 22 2004 06:42
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quote:And in other news, the sky is blue! quote:For important work, I use C++. For something that I'm trying to kick out the door and get into circulation, RAD tools have a place. quote:Which is part of the reason behind my CallWizard concept (which was a fairly large concession in the direction of what they want, but because you *GASP!* must actually read code and understand it to use them, people hated it.) [ Monday, November 22, 2004 06:42: Message edited by: Arenaqs ] Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum Editor | |
Shock Trooper
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written Monday, November 22 2004 06:40
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quote:As a designer: the former. As a player: the latter. I have fairly high standards on scenarios I'll play; I can't help that and would probably choose ten-centimeter spikes through the forehead rather than play Undead Valley by l33td00d. quote:Invalid analogy, I'd say--because a graphing calculator visually shows you the results while you must put in the raw data. A scripting tool takes in visual input and puts out the raw data--which, for many people, leads to the "black box" mentality, where they don't want to know how something works because it does. quote:TM, that's the best way to do it. Tools to write your code for you are not, which is the ONLY THING I'VE ARGUED AGAINST FROM THE BEGINNING. A visual representation of dialogue trees might help some people. I've simply said that I'd not use it for a host of reasons and that I probably wouldn't add it to AVD2 because of that and technical issues. quote:Tools for data entry and that sort of thing? Fine. Eliminates tedium. Tools to do your work for you? No. You don't learn that way. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum | |
Shock Trooper
Member # 5181
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written Monday, November 22 2004 06:40
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quote:As a designer: the former. As a player: the latter. I have fairly high standards on scenarios I'll play; I can't help that and would probably choose ten-centimeter spikes through the forehead rather than play Undead Valley by l33td00d. quote:Invalid analogy, I'd say--because a graphing calculator visually shows you the results while you must put in the raw data. A scripting tool takes in visual input and puts out the raw data--which, for many people, leads to the "black box" mentality, where they don't want to know how something works because it does. quote:TM, that's the best way to do it. Tools to write your code for you are not, which is the ONLY THING I'VE ARGUED AGAINST FROM THE BEGINNING. A visual representation of dialogue trees might help some people. I've simply said that I'd not use it for a host of reasons and that I probably wouldn't add it to AVD2 because of that and technical issues. quote:Tools for data entry and that sort of thing? Fine. Eliminates tedium. Tools to do your work for you? No. You don't learn that way. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum Editor | |
Shock Trooper
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written Monday, November 22 2004 06:34
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quote:.NET is bad. That is all. (I've never touched it and never will.) Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum | |
Shock Trooper
Member # 5181
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written Monday, November 22 2004 06:34
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quote:.NET is bad. That is all. (I've never touched it and never will.) Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum Editor | |
Shock Trooper
Member # 5181
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written Monday, November 22 2004 06:33
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quote:So...they can develop programming skills? Sorry, Brett, but here I disagree fully. Programming is not that hard a concept to grasp, and Avernumscript is a very simple scripting system. I would have preferred a Python derivative, but this is still a very, very easy script language. If a non-programming friend of mine (and not a computer/math geek at all) can sit down in front of BoA, with its documentation, and pick up a working knowledge of Avernumscript--enough to write workable town scripts and such, I'm not saying he could do a creature script off the bat--in a couple of hours, I can't say that I believe it's that hard. quote:Not if they don't want to put in the effort, no. I for one am not a natural programmer; I don't think that way. I have to put in a fairly large amount of effort to work at it--but I recognize the value of flexibility and utility over glossing over the important parts of a language. quote:Hiding the scripting language so they don't learn it doesn't help; it exacerbates the problem. If you do not understand the language, you don't know what it can and cannot do. quote:The subset who want to put effort in and actually work at making a scenario, sure. quote:Less than you'd think--I've already more or less completed what you outlined for a dialogue editor, minus the pwetty pictures. A custom item editor will be forthcoming, too. I have one problem with these tool ideas, however, and it's a very simple one. Simplified tools lose functionality. If functionality is lost, then they aren't worth a damn. quote:And your determination shows through in your scenarios (I haven't played Quintessence--no BoE anymore--but I played your older ones). You may not have an intuitive grasp of it, but you're willing to work at it, and it makes for a better outcome. quote:I agree. BoA's scripting takes a modicum of effort--hell, making towns and dungeons alone does now, even without the addition of scripting. BoE's is simple but very limited and requires ridiculous workarounds. BoA's is slightly more difficult (and I'm not understating it when I say "slightly"--I apologize if I sound arrogant, but it's really very easy in comparison to most scripting languages), but far more powerful. So people who want the utility of a useful program will go to BoA. People who want to make scenarios quickly and not worry about what they're missing will stick with BoE. I'm not saying that's wrong; I am saying that trying to make BoA like BoE isn't going to work. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum | |
Shock Trooper
Member # 5181
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written Monday, November 22 2004 06:33
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quote:So...they can develop programming skills? Sorry, Brett, but here I disagree fully. Programming is not that hard a concept to grasp, and Avernumscript is a very simple scripting system. I would have preferred a Python derivative, but this is still a very, very easy script language. If a non-programming friend of mine (and not a computer/math geek at all) can sit down in front of BoA, with its documentation, and pick up a working knowledge of Avernumscript--enough to write workable town scripts and such, I'm not saying he could do a creature script off the bat--in a couple of hours, I can't say that I believe it's that hard. quote:Not if they don't want to put in the effort, no. I for one am not a natural programmer; I don't think that way. I have to put in a fairly large amount of effort to work at it--but I recognize the value of flexibility and utility over glossing over the important parts of a language. quote:Hiding the scripting language so they don't learn it doesn't help; it exacerbates the problem. If you do not understand the language, you don't know what it can and cannot do. quote:The subset who want to put effort in and actually work at making a scenario, sure. quote:Less than you'd think--I've already more or less completed what you outlined for a dialogue editor, minus the pwetty pictures. A custom item editor will be forthcoming, too. I have one problem with these tool ideas, however, and it's a very simple one. Simplified tools lose functionality. If functionality is lost, then they aren't worth a damn. quote:And your determination shows through in your scenarios (I haven't played Quintessence--no BoE anymore--but I played your older ones). You may not have an intuitive grasp of it, but you're willing to work at it, and it makes for a better outcome. quote:I agree. BoA's scripting takes a modicum of effort--hell, making towns and dungeons alone does now, even without the addition of scripting. BoE's is simple but very limited and requires ridiculous workarounds. BoA's is slightly more difficult (and I'm not understating it when I say "slightly"--I apologize if I sound arrogant, but it's really very easy in comparison to most scripting languages), but far more powerful. So people who want the utility of a useful program will go to BoA. People who want to make scenarios quickly and not worry about what they're missing will stick with BoE. I'm not saying that's wrong; I am saying that trying to make BoA like BoE isn't going to work. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum Editor | |
Shock Trooper
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written Monday, November 22 2004 06:23
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quote:A BoE-style dialogue question in an hour? (That begs the question, why bother?) I was not specific enough in what I said. The BoE dialogue editor idea wouldn't work; the other would work fine and it's something I've already done (I'm just hammering out bugs before releasing that, too). Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum | |
Shock Trooper
Member # 5181
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written Monday, November 22 2004 06:23
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quote:A BoE-style dialogue question in an hour? (That begs the question, why bother?) I was not specific enough in what I said. The BoE dialogue editor idea wouldn't work; the other would work fine and it's something I've already done (I'm just hammering out bugs before releasing that, too). Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum Editor | |
Shock Trooper
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written Monday, November 22 2004 06:15
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quote:1) The program was already written in VB; all that was necessary was porting. I have stated that previously. The only thing I asked was whether I should port to Mac, given the problems. 2) It actually does support tabs; you've just got to look around. I hadn't found that in the system's controls. 3) "Use a decent language" is not a form of criticism that assists development of a better program, especially considering how I had said that I was using RB for reasons already outlined. But of course--Djur must be right. How dare I question him. :rolleyes: [ Monday, November 22, 2004 06:21: Message edited by: Arenaqs ] Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum | |
Shock Trooper
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written Monday, November 22 2004 06:15
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quote:1) The program was already written in VB; all that was necessary was porting. I have stated that previously. The only thing I asked was whether I should port to Mac, given the problems. 2) It actually does support tabs; you've just got to look around. I hadn't found that in the system's controls. 3) "Use a decent language" is not a form of criticism that assists development of a better program, especially considering how I had said that I was using RB for reasons already outlined. But of course--Djur must be right. How dare I question him. :rolleyes: [ Monday, November 22, 2004 06:21: Message edited by: Arenaqs ] Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum Editor | |
Shock Trooper
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written Sunday, November 21 2004 13:55
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quote:Certainly. Why else would I have conceived of the CallWizard idea for AvScript? Morgan, I never once said that a degree of simplification isn't good. But too great of an extent results in a nice wide stream of crap. Code assistants make sense--they reduce time and also provide a reference for people looking to improve upon their knowledge. Something that codes FOR you, which is the primary thing I'm against (a node-editor script system, which has been mentioned previously), doesn't teach you. quote:Avernumscript is a scripting language. C++ is a programming language. It only makes sense that there is a level of simplification. In this case, it makes it manageable. In the concept that you folks seem to be arguing for, it makes it unmanageable.quote:The whole point of BoA full stop is to simplify programming for the less able. Are you actually suggesting that because BoA is simpler to use than say, C++, it has no right to exist? If we're using that logic, then we are already far, far down the supposed slippery slope. quote:We've gone over this before. "Good" work comes from people who are both good writers/designers and good programmers. If the writing, designing, or programming are lacking, so is the scenario. A program can't make your scenario for you, no matter how much you might wish it could.quote:What you are describing is exactly the same for every artistic medium you care to mention. But was the invention of the printing press a good or a bad thing for literature? Sure, you had a lot more crap seeping through, but you also had a lot more good. quote:Frankly, yes, it does. If you cannot understand the scripting system, I don't see how you can grasp what possibilities it provides--and so the likelihood of you making any sort of scenario that's more than just playable is remote at best. [ Sunday, November 21, 2004 13:57: Message edited by: Arenaqs ] Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum | |
Shock Trooper
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written Sunday, November 21 2004 13:55
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quote:Certainly. Why else would I have conceived of the CallWizard idea for AvScript? Morgan, I never once said that a degree of simplification isn't good. But too great of an extent results in a nice wide stream of crap. Code assistants make sense--they reduce time and also provide a reference for people looking to improve upon their knowledge. Something that codes FOR you, which is the primary thing I'm against (a node-editor script system, which has been mentioned previously), doesn't teach you. quote:Avernumscript is a scripting language. C++ is a programming language. It only makes sense that there is a level of simplification. In this case, it makes it manageable. In the concept that you folks seem to be arguing for, it makes it unmanageable.quote:The whole point of BoA full stop is to simplify programming for the less able. Are you actually suggesting that because BoA is simpler to use than say, C++, it has no right to exist? If we're using that logic, then we are already far, far down the supposed slippery slope. quote:We've gone over this before. "Good" work comes from people who are both good writers/designers and good programmers. If the writing, designing, or programming are lacking, so is the scenario. A program can't make your scenario for you, no matter how much you might wish it could.quote:What you are describing is exactly the same for every artistic medium you care to mention. But was the invention of the printing press a good or a bad thing for literature? Sure, you had a lot more crap seeping through, but you also had a lot more good. quote:Frankly, yes, it does. If you cannot understand the scripting system, I don't see how you can grasp what possibilities it provides--and so the likelihood of you making any sort of scenario that's more than just playable is remote at best. [ Sunday, November 21, 2004 13:57: Message edited by: Arenaqs ] Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Suggestions for Geneforge 3 in General | |
Shock Trooper
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written Sunday, November 21 2004 10:20
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Did he after Geneforge? If so, I wish I was here. (I so hated Geneforge.) Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum Editor | |
Shock Trooper
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written Sunday, November 21 2004 10:19
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quote:Show me a well-written scenario in which the writer was not a capable programmer. I seriously doubt that you can, with perhaps one or two exceptions. quote:Tell me--who's making the tools to make things easier for people? Seems like I'm the main one on the Windows side right now, and I'm working on going multiplatform. What I am against are tools that abstract things to too great a degree. Dialogue editors are fine; my only problem with Kelandon's suggestion is one of programming complexity, not usefulness (well, that and my personal aesthetics, which don't involve that sort of thing). quote:I played BoE a long time ago, and very nearly stopped playing shortly afterwards, primarily because of lousy scenarios. I beat Nephil's Gambit, Tatterdemalion, and the others good ones; what more was there to do besides make my own scenarios (which I did)? Not much, considering the pure agony most of the early scenarios were. I have nothing against newbies making scenarios--but I've been around long enough not to have a problem with it. Others may. quote:Wouldn't know, I don't have BoE anymore. However, from what I've seen, I agree with you so far. quote:Or four of them. quote:As would I--but creating dumbed-down tools isn't the answer. More effective methods of teaching how to use the software--better tutorials, etc--are. Editors to remove tedium? Sure. That's what AvDialogue2 is for. But editors that simply do things for a user who doesn't understand the principles behind them? No. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Creating New Editors for BoA in Blades of Avernum | |
Shock Trooper
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written Sunday, November 21 2004 10:19
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quote:Show me a well-written scenario in which the writer was not a capable programmer. I seriously doubt that you can, with perhaps one or two exceptions. quote:Tell me--who's making the tools to make things easier for people? Seems like I'm the main one on the Windows side right now, and I'm working on going multiplatform. What I am against are tools that abstract things to too great a degree. Dialogue editors are fine; my only problem with Kelandon's suggestion is one of programming complexity, not usefulness (well, that and my personal aesthetics, which don't involve that sort of thing). quote:I played BoE a long time ago, and very nearly stopped playing shortly afterwards, primarily because of lousy scenarios. I beat Nephil's Gambit, Tatterdemalion, and the others good ones; what more was there to do besides make my own scenarios (which I did)? Not much, considering the pure agony most of the early scenarios were. I have nothing against newbies making scenarios--but I've been around long enough not to have a problem with it. Others may. quote:Wouldn't know, I don't have BoE anymore. However, from what I've seen, I agree with you so far. quote:Or four of them. quote:As would I--but creating dumbed-down tools isn't the answer. More effective methods of teaching how to use the software--better tutorials, etc--are. Editors to remove tedium? Sure. That's what AvDialogue2 is for. But editors that simply do things for a user who doesn't understand the principles behind them? No. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Suggestions for Geneforge 3 in General | |
Shock Trooper
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written Sunday, November 21 2004 08:02
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Does he ever even really read them then, or just randomly post stuff? :-/ Posts: 262 | Registered: Thursday, November 11 2004 08:00 |