[Incomplete Idea / Suggestion] Mainline campaigns "add-on tree"
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[Incomplete Idea / Suggestion] Mainline campaigns "add-on tree"
So this is an incomplete idea I just had: mainline campaigns "add-on tree".
So, say we have 6 core campaigns of Wesnoth.
What if, after someone (a genuinely new player that is) has played through these, additional campaigns related to the main storyline are "unlocked"?
For instance, that thing where Grog the troll, or whatever was his name, goes on his own journey?
"Unlocked" means that it is initially not available to a player, until the other campaigns have been completed.
As some may not like this restriction, we may also allow a player to toggle this behaviour from the menu interface, e. g. "do not lock any campaigns".
By default the value is to lock campaigns, but if a player wants to they can remove that restriction.
Now you may ask "but what is the point of this"? "Why lock any campaigns?"
Well, the idea is more to steer genuinely new player through wesnoth. Say where we have x main campaigns, and then y new campaigns
they can play before trying more campaigns. Something like that. A semi-guide for playthrough purposes mostly.
The above numbers can be tweaked of course, it is just to illustrate the idea.
There is one problem of course, in that we need add-on campaigns. But, as a secondary idea, we could have NEW players help design
these campaigns, and ideally even from WITHIN the main GUI. That is, campaigns that can be created completely within wesnoth itself.
I think this would help, because new players often have no idea about WML.
The map designer is quite sophisticated, and we could iterate through and add new elements based on player feedback. So that is a
secondary idea, not only to try to get new players on board, but also ask them to invest a bit of their own time to make it easier to add new
stuff. Their contributes do not have to be perfect, others can improve on it. Only requirement is that it would fit within the main storylines
of wesnoth.
So, say we have 6 core campaigns of Wesnoth.
What if, after someone (a genuinely new player that is) has played through these, additional campaigns related to the main storyline are "unlocked"?
For instance, that thing where Grog the troll, or whatever was his name, goes on his own journey?
"Unlocked" means that it is initially not available to a player, until the other campaigns have been completed.
As some may not like this restriction, we may also allow a player to toggle this behaviour from the menu interface, e. g. "do not lock any campaigns".
By default the value is to lock campaigns, but if a player wants to they can remove that restriction.
Now you may ask "but what is the point of this"? "Why lock any campaigns?"
Well, the idea is more to steer genuinely new player through wesnoth. Say where we have x main campaigns, and then y new campaigns
they can play before trying more campaigns. Something like that. A semi-guide for playthrough purposes mostly.
The above numbers can be tweaked of course, it is just to illustrate the idea.
There is one problem of course, in that we need add-on campaigns. But, as a secondary idea, we could have NEW players help design
these campaigns, and ideally even from WITHIN the main GUI. That is, campaigns that can be created completely within wesnoth itself.
I think this would help, because new players often have no idea about WML.
The map designer is quite sophisticated, and we could iterate through and add new elements based on player feedback. So that is a
secondary idea, not only to try to get new players on board, but also ask them to invest a bit of their own time to make it easier to add new
stuff. Their contributes do not have to be perfect, others can improve on it. Only requirement is that it would fit within the main storylines
of wesnoth.
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- Posts: 15
- Joined: August 13th, 2023, 3:41 pm
Re: [Incomplete Idea / Suggestion] Mainline campaigns "add-on tree"
This doesn't seem to be a good idea, some people find some campaigns easy and others more difficult, if someone doesn't like the starter campaign they'll just quit rather than finding what they do like.
- ChrundleTheGreat
- Posts: 84
- Joined: May 3rd, 2023, 1:25 am
- Location: The land of chapaqueños
Re: [Incomplete Idea / Suggestion] Mainline campaigns "add-on tree"
i kind of like it, not for dificulty but for sequels, like legend of the invincibles, maybe umc creators would like to condition some campaigns to be playable only after compleating others.
Re: [Incomplete Idea / Suggestion] Mainline campaigns "add-on tree"
Yeah, like IftU only being playable if you've completed DiD and UtBS, and then AtS only being playable if you've completed IftU, and so on...ChrundleTheGreat wrote: ↑August 31st, 2023, 11:39 pm i kind of like it, not for dificulty but for sequels, like legend of the invincibles, maybe umc creators would like to condition some campaigns to be playable only after compleating others.
(although maybe requiring completion is asking a bit much... maybe just require having started the depended-upon campaigns, or having reached a certain point in them?)
Wesnoth-related GitHub repos:
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
- ChrundleTheGreat
- Posts: 84
- Joined: May 3rd, 2023, 1:25 am
- Location: The land of chapaqueños
Re: [Incomplete Idea / Suggestion] Mainline campaigns "add-on tree"
yes, i actually thougth how that would be convenient for the umc im working on, (its divided on 3 parts)