![]() I dunno really how far my idea goes away from how it really works but here is my view point how FOSS works:ġ. This is specially true since graphics/sounds/music provide better marketting tools than fun factor. That's one thing I fear and dislike about there being so much emphasis on graphics/technology/etc, frequently "fun" is left out. I'm sure everyone has experience games which have good graphics/etc but provide little to no fun. Only then the game should progress in the graphics/interface/etc departments until it feels "complete". That's the only way to really test it's "fun" factor. What it does need is to be played by many people very early in development stages. And work from there.Ī "fun" game need not depend on good graphics/fancy interface/etc. Preferable get the "expert" oppinion of another player. So the only real way to make a fun game is just making it and then playing it. It's somewhat of an artform, "fun" is very subjective. I believe that games are fun because of the characteristics inherent to their rules/gameplay. But I guess that even the worst art skills can produce something at least tolerable. I'm guessing there might be a lower bound to this, that there could be potentially be graphics so repulsive and hurtful to the eyes that all potential players would be quickly driven away. So even with very bad graphics some people might still play the game. The question is: Would potential contributors be among those people? I think that contributors would be the kind of people that will see the opportunity for improvement, rather than complain about the existing graphics.Įveryone has different levels of tolerance for bad graphics. True, bad graphics can "scare some people away". I'm quite guilty myself too - my villages are a lot less pixelarty than those of Pekka. Fully pixelarty games can have that neat contrast between the colours of terrains and units, we can't. The most jarring of these inconsistencies is the one between sprites and terrains. There's no simple solution - other than hiring actual full-time artists. And there is no cohesion between story arts at all, since each campaign uses its own - and little consistency between the portraits of different campaigns. Wesnoth's graphics second largest problem after the UI panels is imo the incohesiveness of all the art - portraits are in style A, attack icons in style B, sprites in style C, terrains/scenery in style D (and that group's not completely cohesive within itself either) - and I'm pretty sure that problem will never be repaired, because of the amount of content in each group already. A key resource for Angband players is the forum ( ), where you can ask for help, and also post compliments, complaints, suggestions, bug reports, and interesting experiences.Thespaceinvader wrote:But you don't get the kind of cohesive look that we're developing for BfW. Eventually, as the player grows more experienced, they may attempt to win the game by defeating Morgoth, the Lord of Darkness, who resides far below the surface.Īngband is a very complex game, and it may be difficult to grasp everything at first. Then the player can descend into the Pits of Angband, where they will explore the many levels of the dungeon, gaining experience by killing fierce creatures, collecting powerful objects and valuable treasure, and returning to town occasionally to buy supplies. The player will begin their adventure on the town level where they may acquire supplies, weapons, armor, and magical devices by buying from various shop owners. A player (you!) creates a character, choosing from a variety of races and classes, and then plays that character over a period of days, weeks, even months. Angband is a complex single player dungeon simulation.
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