Probably because you’re in the corner of the shot, aand there’s a pillar behind you
(Also nice doodle on the whiteboard)
Probably because you’re in the corner of the shot, aand there’s a pillar behind you
(Also nice doodle on the whiteboard)
hehe, that must be my ‘animating face’ : ). there’s actually a good bit of room over there - there is a walk way over there, so technically i think i have more room than most other people (but don’t tell them, shhhh) ; ).
those doodles are actually Allie’s in the top left, and Linda’s in the top right. mine is at ground level on the right out of sight.
I really like this new roadmap, and the description is detailed and well reasoned. This has made me feel optimistic about the game’s future. 
One quick thing that I have not seen anywhere else, What about class based preferences? I think that someone like a Cleric or an Engineer would not be happy eating jerky and berries, but a worker or a trapper would be okay with it
Current Trello is bad. Like, really bad.
I’ll try to elaborate. While “vote for this regardless how we implement this” may suite the new “not features, but missions” approach, current implementation, descriptions in particular, make voting much harder and in some cases pointless. To show the problem I’ll just show some examples:
“Isolate rendering layer”.
While the description may make perfect sense for the member of Radiant team, I suppose that it’s gibberish for anyone else. Please, less tech language where possible. How do you expect people to vote for things when they need to google for an hour to understand what’s this all about?
This can be either a voting list for the community or the planning discussion for the devs, not both at the same time.
"Traders"
While one-word descriptions may work in some cases (like “Elementals” within “Setbacks challenge growth”), it does not work in this one. And there are lots of such examples. Let’s look at the category (mission), maybe that will clear things up. “All activities enhance”. Nope, nothing. What exactly do you consider “enhancement of all activities”? It sounds like “we’re for everything good and against everything bad”, which is essentially meaningless. Will you change the way traders come and go? Change their inventory? Remove traders and replace them with Imperial Stormtroopers?
I understand that working in terms of missions, not features, is more obscure, and one of the reasons is to avoid adding artificial limitations. But if you expect to get something useful from voting mechanism, you need to write more than that.
“Performance/optimisation/engine” mission.
While I understand the meaning of his category, I can hardly imagine how to vote for that. SH is not opensource, and not everyone is a programmer. How do you expect people to point out bottlenecks when they (generally) have no idea how it works? Some items here do work (like memory allocation), because they can be immediately felt and tracked back to the source with minimal efforts by a non-tech-savvy player. But others (like “Sampling profiler”) do not. What is this thing and how it influences the game?
One of the ways this can be fixed (I do not insist it’s the right one) is to focus on problems, not on their sources. “My game eats too much memory”. “Improving pathfinding” instead of a “Multithreaded pathfinding” (although even that does pose questions - is it about processing power of inefficient pathfinding game-wise?). Overall this category (and not only it) looks like there are “in-house” (“Luajit/lua optimizations”, “Multithreaded pathfinding”) and “public” (“Bug-capture tools”, “Linux support”) items. Why offering people to vote for “efficient traces” when most people (not devs and not modmakers) don’t use them? How do you expect items to “compete” and fight for public votes when they are in all senses completely different?
Another problem is that current system is hardly convenient for searching things. Say, I want to search for the “transparent materials” (read: colored glass in windows/items). Should I look for it in “done”, “engine” or “construction”? While missions may look nice, many of them are either unclear or overlapping. Overlapping by itself is not that bad, but then the items should be in ALL categories they can possibly belong to - and I don’t know if it will work with Trello and voting system (and if it will, how).
Tl;dr: “missions” idea may be good but its current implementation in Trello is horrible. Sorry it that sounds harsh.
I agree with you Mel.
Voting only works for things like: “hey do you prefer dinosaurs or ancient mammals?”
Dammit. That’s why I generally avoid writing critiques. Someone can always say it simpler and much, MUCH shorter.
Thanks for the feedback! I’ve updated the trello items you mentioned w/ descriptions. if you call out more that are obscure, I will try to make them clearer.
Ah, but you’ve given more than just a critique – you’ve also given specific examples of where they can improve. Both things are important; the “sound bite” (short, easily repeatable phrase) sticks in people’s minds but it only does that half of the job. Someone will still have to figure out how to fix it… and your specific examples help there!
It may be a bit long for a stream comment or a Twitter feed, but this is a forum – feedback and discussion are what we’re all here for!
It’s why I try to avoid every giving “just” a critique; whether it’s to criticise or praise I always try to include some ideas on why the thing does or does not work. And yeah, it makes the posts longer… but it also leads to conversation! 
And, for the record, +1 to all you said in that post; I also agree. A Trello is only as useful as it is legible; right now it’s useful to the team since they can read it but it’s hard for us to decode. I know some dev teams use Trello as more of a public activity log rather than a place to take/weigh up suggestions; but it’s clear the team want the latter here so it could definitely use some work to help achieve that end.
I had a suspicion they also used it as an in-house working doc. There’s nothing wrong with it. The “wrong” starts when you try to make something useable by both your fellow teammates and players without drawing a clear line between them. Planning the future focus of your team and gathering playerbase “raw” info are, IMHO, two separate actions. One of the examples is this: while “this is a general course, we don’t know how exactly will we do that” is OK for gathering player feedback, it’s useless when you divide resources of your team for a short-term planning - at this point you should already know what you’re doing.
I just went on the trelloboard and put in my votes. What i saw was the ones with a small description gave me alot more understanding than the ones without. I know there is alot of them, but i would have apriciated a small description on each and every one of them to have a better understanding on what the vote was placed on.
Even the simple ones like “more monsters” would just feel more classified with a description about what kind of monsters it could be?
Others of the more technical ones i simply dont understand. The ones where you descriped “this will help to speed up the game” where much easier to put my vote on 
Perdón por la pregunta, pero ¿que es exactamente la hoja de ruta? ¿debería de poder ver en mi juego esa imagen de mapa con los cuadrados verdes? Gracias de antemano 
Hi @berta_moreTreinta, welcome to the Discourse!
Quick aside: the vast majority of the members here speak English, so kindly write your posts in English as well. If need be, use something like Google Translate.
As to your question, no, the roadmap does not appear in the game. The Roadmap is a visualization created by the developers to show how far along in development each “Mission” is. It’s used to get a quick overview of how far along each mission is in development.
ok, thanks , my english is awful but i’ll try.
A post was merged into an existing topic: Bug i keep getting after a while of playing
The reason I want (cooperative) multiplayer implemented is because that was the primary selling point of the game to me. I pretty much exclusively play cooperative multiplayer games with my friends, and I really liked the combination of deep, Settlers-style economic/macro control in a Minecraft-style sandbox that I could play together with at least one friend. I’ve played it some so far (solo, obviously) to try out the different things the game has to offer, but I won’t really have played it until it has cooperative multiplayer, no matter how many other features get added. For me, the greatest single-player game in the world pales in comparison to a decent cooperative multiplayer game.