Jon
Freedoom Bloke

Posts: 1334
Registered: 09-00 |
To be honest, I don't think the project is structured in a way which supports having/changing stories at the moment.
The traditional way freedoom has operated has been very loose, with anyone able to contribute resources, very little quality control and an emphasis on creating new resources for things not yet in freedoom over replacing things that have already been replaced with higher-quality resources.
When I was managing the project, I felt that this first "phase" of development would need to be replaced by a second "phase", once the number of replaced resources got nearer to 100%. (I was never sure what the threshold should be.)
The second "phase" would be much more hands on and have a higher emphasis on quality and consistency. The corner-stone of the phase would be the story; a plot, concept, world for the game would be developed, refined, accepted— and then stuck to.
Everything would hang around the story from that point. The levels could be re-ordered, refined, replaced to be coherent, to link thematically, and to represent the story. The monsters could be tweaked likewise. This wouldn't work if the story changed too much under the feet of designers.
At some point, there were a few candidate stories, that I thought lived in the version control repository, but I can't find them right now. Perhaps they didn't survive the move from SVN to git…
Anyway, I think that stories couldn't be submitted, rewritten and re-submitted like any other resource in an effective way. I'd argue that if the maintainers felt that it was time for Freedoom to stand on its own story-wise, they need to consider how to move forward and whether a tweak to the development process is necessary.
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