Let's Play - Clonk Rage!!
Although many problems he encounters are more 'CR controls' related there are still a few points which are applicable to OpenClonk. Especially the 'character creation'. Right at the beginning the player is asked to create a player file. The guy in the video makes the understandable assumption that this new player isn't just what we all know what it is, a dummy file which stores the control set, crew and is shown in the network lobby, but the real ingame character. A fair assumption since this is how other games work. Whereever there is such a creation dialogue, players expect it to have an impact in the game - otherwise don't do this dialogue.
Skip to 05:40 in the video and you will hear him say: Why does it say I'm Ribald? I'm not Ribald, I'm Harry Wang!
I know we already had this discussion but I want to rekindle it with this piece of real evidence. Why am I asked for a name that (assuming I play only single player) will never reoccur?
Past discussions went about how people love to forge their crew, give them names and train them and get a relationship with them. I wonder if this is really an objective perspective or just the misty-eyed view of someone who grew up with the old clonk. We all know how it works, we all know what player files are. But do they?
The distinction between player and clonk is never explained and in OpenClonk unexplainable except you dig out the other clonk games and tell people how it worked there: That you could do some training on your clonks and these were saved in your very own player file and different names were useful if a friend came over and you had a splitscreen session.
My suggestion would be to skip the player file naming. Just give it a name like 'Player1' or pick the computer's name. The name the player fills in should be one he will see further in the game. So let it be "You first crew member's name:". Colour picking is fair. Portrait is not. This is another never-to-be-seen-again choice. Make it "The style of your clonks:" and let the player choose the different clonk skins we already have. Also next to the colour picker there is still some space for the non-existing colour sliders.
The control selection is as well based on old-fashioned reasons: In past clonk it was useful to be able to see where your controls on the keyboard were. No it's not. Make it a dropdown menu with preselected WASD or QUERTZ/Y scheme, offer the other two choices for Dvorak and Gamepad. Maybe even give a warning if someone alters the control scheme, reminding him that this might render his controls unusable if the given device doesn't exist.
There still a button to disable mouse control. I don't think there is much to say about this, is there?
I think it's past time we polish this dialogue. It's ugly and incomprehensible but the first thing new players see:
> My suggestion would be to skip the player file naming. Just give it a name like 'Player1' or pick the computer's name. The name the player fills in should be one he will see further in the game. So let it be "You first crew member's name:".
Or simply use the player name as the first Clonk's name?
>I wonder if this is really an objective perspective or just the misty-eyed view of someone who grew up the old clonk. We all know how it works, we all know what player files are. But do they?
Both I guess.
I am also for being able to select the style of your Clonks. - but I would not leave the name-field away. I would rename it to "Network Name" or "Crew Name".
Why, you ask? Because already now in CR it was pretty annoying having the masses of "empty"-named clients floating around the online games. And I doubt players will explicitly change it before they join their first online round if they are not forced to set it at player creation.
Nothing against naming the first Clonk after the network-name, though
Also I would rather show the player icon ingame (on flags/buildings/shields) somwhere.. :)
PS: if the player decides not to enter the network name ("I NO DO NETWORK!") then that's his/her decision..
I suppose you could make the argument that it makes sense for the first Clonk to inherit the player's name if you're really worried about that bit of confusion. But there are enough games that have this kind of distinction, I don't think we should really worry about this too much.
> you could make the argument that it makes sense for the first Clonk to inherit the player's name if you're really worried about that bit of confusion
Yes, I am because I could hardly think about any games 'that have this kind of distinction'. Enlighten me on this because I was lost in remembering such games.
> The player name will be visible in the lobby and in chat all the time. Same goes for the portrait.
Yes, but only if you ever do some network related stuff. So why not choose such things when you first click on network? Or don't call the player name 'player name' but network name.
>Yes, I am because I could hardly think about any games 'that have this kind of distinction'. Enlighten me on this because I was lost in remembering such games.
Well, at least any RTS :)
>es, but only if you ever do some network related stuff
Not quite true - you also see it in the game evaluation dialogue
> Well, at least any RTS :)
Yes, but in every RTS it is extremely obvious that there are your disposable minions which die fast and are easy to replace. Clonks never draws this distinction when you first enter the tutorials.
I have played a lot of games where characters had different names. Like in most classic role-playing games (think e.g. Final Fantasy), there would be many side-characters you'd pick up and they had different names. In Worms I'm pretty sure the worms had names. In Warcraft 3 the heroes had names (even if you were playing only one). In DotA and derivatives the heroes have names.
In scenarios, whenever the player is addressed, it is (correctly) done using GetPlayerName. E.g.in kill messages, scoreboard, etc.
I'd really like to see the first clonk named after the player.
> Enlighten me on this because I was lost in remembering such games.
Well, let's say our good genre neighbour Worms? :)
I think the solution of propagating the player name to the first Clonk is fine. It hides the confusion of multiple names until it is really needed, i.e. scenarios where you have multiple Clonks.
Maybe we could make it clearer that we have distinct "name spaces" by having the new-player thing ask for your name as well as three Clonk names - prefilled for convenience? We might even show them - so you can have an early look at what Clonks are and what they look like in your player color.
And the thought of having only one clonk most of the time is extremely one sided. What about settlement and what about RPGs?
It makes thinks easier if you can establish systems like: "This clonk named ala always is my fighter, and this clonk slave is always my miner - this way I can swap through them very fast".
The problem which Harry Wang faced above should be solved exactly the other way around: More character! Make it clear that the player name is more like a tribe: "Choose the name of your clonk tribe".
Imagine this in a Settler2 campaign: "Ah come on I'm not an Asian nor a Viking, I'm damn German, man!"
TODOs:
- Crew member names
- Clonk style picker
- Reactivate the color sliders? Why are they gone?
Bear in mind if you're moving them in the source image they will likely be in the wrong position at a different resolution. :[
"no suitable response from remote hg"
I guess I'll try to get help on IRC tomorrow. But I'll attach the .xcf to this post for now.
I hereby license the following file(s) under the CC-by license
Choosing a Clonk model at that point would definitely be cool. But I'd rather make it a player property, from which the first Clonk will derive its appearance.
> But I'd rather make it a player property
Yes, that was what I had in mind. ;)
As I think about it since we have nil, you won't have to change anything.
I liked them, although i never got this color in lobbychats.
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