Frameworks and Attracting New Users
Posted: Sun Aug 29, 2010 2:12 pm
I am fairly dismayed at seeing the lack of publicity T-Engine gets and it pains me to see this tool get wasted. I have never seen such an amazingly easy system for creating roguelikes and yet, these forums are sparse and few people seem to know about the latest T-Engine. Even being a player of ToME since 3 and before it took me a couple of months before finding out about the latest version and it's radical new system for modules. Unfortunately, I feel like T-Engine will continue to be under-recognized until at least one or two really great modules come out.
Whenever I try to point someone here they download the game, check out the example, get frustrated and then instead go off and try reinventing the wheel in python or something. The amount of wasted time in doing so makes me sick.
So what can we do to avoid scaring away new people?
Documentation & Examples
Regardless of how easy T-Engine is already, there's no reason it can't be easier. I'd really like to see T-Engine cross over from something that Lua coders can use with ease, to something the average person can use with is. I've been using Lua for years and I still feel a little overwhelmed just browsing through engine files. There are a lot of dependencies that need to get tracked down which can easily lose a new user. To get over the initial flood of options and files the user needs good documentation. The LuaDoc is extremely helpful, but still a little underdocumented and isn't much help at the very first stages.
The articles on the wiki are by far the most helpful and that specific page should probably be linked off the main site. Tutorials and filling out the wiki are by far the most helpful things that can be done. More examples always helps, especially examples of very focused scripts (things like implementing hunger or mounts/vehicles or whatever).
Frameworks
Making frameworks is the easiest way to get new people in. Ideally, I'd like for someone to be able to have a basic idea, select an appropriate framework for the setting and be able to see results in hours. The faster a new user can tangibly see their work come to light the more likely they are to stay and learn more. Without the right start it's easy to get frustrated just trying to get basic ruleset for your setting implemented.
Now I've seen that someone is working on a World of Darkness and 4 or 5E D&D ruleset. That's a great start and I would really encourage these projects. Though the settings are more complicated, they are well known and should attract some publicity. Here's a few more I think that would work well:
Modern - This is the most important setting to have. There are many, many fantasy based roguelikes, but far fewer ones based in even a semi-modern world. Making this one is a no brainer. Just having a bunch of occupations, some basic skills, modern items, firearms, and a basic town template map would probably be enough to most most users on their feet.
Space/Futuristic - Even easier once a modern framework is completed as most of the mechanics would remain very similar, but with simple name changes. Add in a couple of gimmicks like teleportation or crazy sci-fi ships and it'll be good. It is important not to discount how much more likely someone is going to be to use T-Engine if they see a framework for their setting. It doesn't matter if they could have easily just changed the name of "pistol" to "phaser", having a framework for their setting means they are way more likely to get hooked and stay.
Wild West or Pirates - Same mechanics here as most of the modern setting. Throw in some horses.
It would also be nice to see very small script packages that were dedicated to specific gameplay mechanics. I see you already have energy vs turn based movement and that is the kind of thing I'd like to see more of. Having a couple more basic systems (which could even be incorporated into the above mentioned frameworks) would be really helpful. Some ideas for script packages:
Experienceless skill based system - Skills only improve through use. Levels optional, but can come through enough skill use/
Perk system - similar to the current talent system.
Item combination - There are plenty of games that would benefit from a complex crafting system.
Survival System - Thirst/Hunger/Sleep
Location Based Damage - Targetting body parts, etc.
Collaboration
Just about every coder I know is lead of their own project with the end result of not a lot getting actually released. I'm guilty of this myself and I'm going to try to dedicate myself more to group projects here if I can. Please join/invite me!
These Forums
Just looking at the title of these forums I think the descriptions could use some work. Having this whole section named ToME 4 instead of something like 'ToME 4 & T-Engine" is kind of confusing and I almost missed this forum entirely. It can be read as these are mods for the ToME and not T-Engine. Separating T-Engine subforums from ToME's category might help. Alternatively, just adding a little more specific details on the development and modules forums would be useful.
Whenever I try to point someone here they download the game, check out the example, get frustrated and then instead go off and try reinventing the wheel in python or something. The amount of wasted time in doing so makes me sick.
So what can we do to avoid scaring away new people?
Documentation & Examples
Regardless of how easy T-Engine is already, there's no reason it can't be easier. I'd really like to see T-Engine cross over from something that Lua coders can use with ease, to something the average person can use with is. I've been using Lua for years and I still feel a little overwhelmed just browsing through engine files. There are a lot of dependencies that need to get tracked down which can easily lose a new user. To get over the initial flood of options and files the user needs good documentation. The LuaDoc is extremely helpful, but still a little underdocumented and isn't much help at the very first stages.
The articles on the wiki are by far the most helpful and that specific page should probably be linked off the main site. Tutorials and filling out the wiki are by far the most helpful things that can be done. More examples always helps, especially examples of very focused scripts (things like implementing hunger or mounts/vehicles or whatever).
Frameworks
Making frameworks is the easiest way to get new people in. Ideally, I'd like for someone to be able to have a basic idea, select an appropriate framework for the setting and be able to see results in hours. The faster a new user can tangibly see their work come to light the more likely they are to stay and learn more. Without the right start it's easy to get frustrated just trying to get basic ruleset for your setting implemented.
Now I've seen that someone is working on a World of Darkness and 4 or 5E D&D ruleset. That's a great start and I would really encourage these projects. Though the settings are more complicated, they are well known and should attract some publicity. Here's a few more I think that would work well:
Modern - This is the most important setting to have. There are many, many fantasy based roguelikes, but far fewer ones based in even a semi-modern world. Making this one is a no brainer. Just having a bunch of occupations, some basic skills, modern items, firearms, and a basic town template map would probably be enough to most most users on their feet.
Space/Futuristic - Even easier once a modern framework is completed as most of the mechanics would remain very similar, but with simple name changes. Add in a couple of gimmicks like teleportation or crazy sci-fi ships and it'll be good. It is important not to discount how much more likely someone is going to be to use T-Engine if they see a framework for their setting. It doesn't matter if they could have easily just changed the name of "pistol" to "phaser", having a framework for their setting means they are way more likely to get hooked and stay.
Wild West or Pirates - Same mechanics here as most of the modern setting. Throw in some horses.
It would also be nice to see very small script packages that were dedicated to specific gameplay mechanics. I see you already have energy vs turn based movement and that is the kind of thing I'd like to see more of. Having a couple more basic systems (which could even be incorporated into the above mentioned frameworks) would be really helpful. Some ideas for script packages:
Experienceless skill based system - Skills only improve through use. Levels optional, but can come through enough skill use/
Perk system - similar to the current talent system.
Item combination - There are plenty of games that would benefit from a complex crafting system.
Survival System - Thirst/Hunger/Sleep
Location Based Damage - Targetting body parts, etc.
Collaboration
Just about every coder I know is lead of their own project with the end result of not a lot getting actually released. I'm guilty of this myself and I'm going to try to dedicate myself more to group projects here if I can. Please join/invite me!
These Forums
Just looking at the title of these forums I think the descriptions could use some work. Having this whole section named ToME 4 instead of something like 'ToME 4 & T-Engine" is kind of confusing and I almost missed this forum entirely. It can be read as these are mods for the ToME and not T-Engine. Separating T-Engine subforums from ToME's category might help. Alternatively, just adding a little more specific details on the development and modules forums would be useful.