Hi,
thanks a lot for taking the time to answer, Diarandor and Christopho!
There's actually a few things here, so let me tackle them one by one:
TRANSLATION
DONATIONS
Let me be direct please. At least for me, the donation page is very unattractive and discourages me from donating as it shares next to no information. Suggestion: Make actual costs visible (e.g. what's the hosting cost?), write down a wish list what you would want to do with the money (and list how people can contribute besides sending money, e.g translating, how about free hosting, etc.), maybe let the donor even chose for what to contribute. Show how many you got donated already and how you used that. Can I specifically donate for development of the Engine? What would X€ do if donated for development of game Y? Who actually gets the money and how are you distributing it?
You don't need to go full "kickstarter", but a handful more of sentences and transparency would do wonder, I believe.
ROADMAP QUESTION
MY SUGGESTION
On the technical aspect of what I'm suggesting, Christopho got it:
I'm dreaming of smaller dungeons and quests people can "quickly" create (whatever that means), are hosted here with public rating, with tags like "puzzle focused" or "hard fights". And as the player, I can download the "dungeon of the week" and have 2hrs of fun on the weekend. If they are based on the same standardized subset, maybe it even could be modular part of an overarching story-line where creators contribute optional dungeons and areas.
Don't get me wrong, I don't want to take anything away from Solarus and MoS DX is absolutely amazing. But I feel Solarus could maybe also be an engine not only for 1000+hr games but smaller games (or modular parts of it) and for those, it needs to be less effort. Does this make any sense? Of course, this would be very long down the line. I just wanted to share the thought.
Thanks,
Marcus
thanks a lot for taking the time to answer, Diarandor and Christopho!
There's actually a few things here, so let me tackle them one by one:
TRANSLATION
Quote from: Diarandor on February 18, 2018, 06:20:05 PMWould you translate it into German after the English release?Actually Yes, I would I will probably not be able to spend more then 2-3hrs a week, but assuming it is fine if it takes a couple weeks, sure, yes, let me help. I did not yet do any game translation, so you might need to help me a bit at the beginning, but I think I'm up to the task as I'm native in German and my English is well practiced. I'll send you a DM with my e-mail address - contact me once the English translation is done and I'm happy to both test and translate. Should I play MoS XD before that?
DONATIONS
Quote from: Diarandor on February 18, 2018, 05:52:23 PMPeople can always help with donations to the team, to support our work (and the websites), and also to motivate us and work slightly harder when we can.I'm actually glad you bring this up. Yes, Solarus absolutely deserves donations. But with THAT page? http://www.solarus-games.org/community/donate/
Let me be direct please. At least for me, the donation page is very unattractive and discourages me from donating as it shares next to no information. Suggestion: Make actual costs visible (e.g. what's the hosting cost?), write down a wish list what you would want to do with the money (and list how people can contribute besides sending money, e.g translating, how about free hosting, etc.), maybe let the donor even chose for what to contribute. Show how many you got donated already and how you used that. Can I specifically donate for development of the Engine? What would X€ do if donated for development of game Y? Who actually gets the money and how are you distributing it?
You don't need to go full "kickstarter", but a handful more of sentences and transparency would do wonder, I believe.
ROADMAP QUESTION
Quote from: mbombe on February 18, 2018, 01:43:39 PMI was wondering what the actual vision and roadmap for Solarus is for the mid- to far future?Thanks Diarandor, you partially answered this by saying 1.6 will include more technical features. But still, what's the vision for the Solarus Engine and Quest Editor? Is it mostly done? Does the team have explicit goals? Is there a "Vision Statement"? Any plans for expanding plattforms or amount of users?
MY SUGGESTION
Quote from: Diarandor on February 18, 2018, 05:52:23 PMMy personal opinion: if you cannot spend 1000+ hours on a project, then you cannot make a good game like MoS DX.I've expected that retort - and I believe you are right. In the end, great games will always need great dedication. But right now, this is very discouraging to start with. If more can be achieved in less time, this may get more people into creating quests and some of them will maybe stay and invest those many hours for great games. But as the initial start saying "1000+hrs required" is a huge turndown.
On the technical aspect of what I'm suggesting, Christopho got it:
Quote from: Christopho on February 18, 2018, 06:39:09 PMwe already had dicsussions about a GUI that would allow people program their events without Lua scripting. It should be possible to do it without losing the power of the Lua scripting, if we simply make it optional.Yes, of course optional. The power of Solarus needs to stay for where it is needed. The idea where I'm coming from is basically a standardized subset of Solarus (defined Items, enemies, etc) where such GUI-only would quickly get me somewhere. And afterwards creators can still polish and tweak in full detail with Lua.
I'm dreaming of smaller dungeons and quests people can "quickly" create (whatever that means), are hosted here with public rating, with tags like "puzzle focused" or "hard fights". And as the player, I can download the "dungeon of the week" and have 2hrs of fun on the weekend. If they are based on the same standardized subset, maybe it even could be modular part of an overarching story-line where creators contribute optional dungeons and areas.
Don't get me wrong, I don't want to take anything away from Solarus and MoS DX is absolutely amazing. But I feel Solarus could maybe also be an engine not only for 1000+hr games but smaller games (or modular parts of it) and for those, it needs to be less effort. Does this make any sense? Of course, this would be very long down the line. I just wanted to share the thought.
Thanks,
Marcus