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Changelog of SMACX AI Growth mod
Might as well give a concrete example of how to self-promote. Please note that I'm long winded, and this is not meant to indicate any "length requirement". If you can start a discussion in fewer words, by all means do so.submitted by bvanevery to GamedesignLounge
My recent game designer output, is my SMACX AI Growth mod. It's for the venerable Sid Meier's Alpha Centauri, which was the game that Firaxis did after Civilization II. It's 9 full time person months of work, spread out over 21 months of psychological engagement. Meaning, it's been hard to move on to something else, in the past year or so.
How do I know how many hours it took to make? Well aside from pretty much keeping a rough count of hours spent, I have a Changelog for everything I did. I'm at version 1.39, which means I've done 40 public releases including version 1.0. That's the only release that didn't get an entry. If I were to do a mod again - and I won't! - I'd make an entry for that as well. I could probably reconstruct my rationales for why I made my changes from the original game, but it would be nice to see them explicitly.
For quite awhile I was on a weekly release cycle, or maybe every couple of weeks. I had that much to change / churn. Every single release, I thought I'd stabilized all the stuff. I thought it was fully playable, "release quality" material. And then I'd find more to do!
Finally the pace started slowing down, and I moved to a monthly release cycle. I thought this would be easier for other people to absorb, and that I might get more feedback that way. Maybe it was easier to absorb, but I really didn't get more feedback. I get occasional feedback. I value it, and I've even got acknowledgements in my README for people who helped me find bugs or think about better features. But it's occasional and one year, I asked on gamedesign how one gets any serious playtesting. Someone said, paid playtesters, and I said, yeah sorta figured.
The Changelog has been occasionally useful for beating a detractor over the head. :-) It's hard to argue with a meticulous record of how much work I actually did on the project. Truthfully though, my detractors so far have been a few people who never played my mod. They just didn't like the idea of what I was doing, and got silly about it. I don't mind if people complain about my mod, even vehemently, but you have to actually play my mod.
The main value, however, has been as this huge note to myself. About whatever the heck I did, and why I did it. 4X Turn Based Strategy is a rather complex genre. There are all sorts of little settings that change gameplay, and they can make gameplay worse if one goes amiss. It's easy to think you did something 6 months ago, that "this is how it is". Only to find out you actually changed it, and it's not like that anymore.
4X as a genre tends to have a lot of bloat, and SMAC is no exception. I fully believe it has at least twice as much stuff in it, as a 4X game needs to be viable and commercially competitive. Maybe even 3 or 4 times as much stuff. The Changelog is a good tool for managing bloat over the long term.
In the short term, for any given iterative release (hopefully you've figured out where the spiral logo for this group is coming from?) I've generally pushed the bloated features, to more distant and dusty corners of the tech tree. This is a rather long term act of sculpture. SMAC had this exotic mechanism where you don't proceed simply up the tree. You do Blind Research in 4 categories: Explore, Discover, Build, and Conquer. So much of my work, has been reinterpreting what category the various abilities belong to, and what weights are going to be put on them. This pushes the tech experience in different directions, more towards divergence rather than convergence lately.
For instance with long term play experience, I've realized that various abilities don't really matter in practice for Exploring the planet. An example log entry from my recent 1.39 release:
another one bites the dust
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