Heffay, on 29 October 2013 - 10:54 AM, said:
And they STILL won't be able to implement CW until they have UI 2.0. In fact, after designing something based on an interface that doesn't exist, they will probably have to go back and redesign things, creating even more work for themselves.
UI 2.0 comes first. Then everything else can proceed. A design is just something they'll have to sit on until they have something to implement it for.
Look dude, I know that you probably have no experience with this, so I'm not gonna get upset with you, but you are trying really hard to defend something which is clearly incorrect.
Community Warfare is not a giant monolithic block. It is composed of numerous complex subsystems, only ONE of which is the user interface. From a perspective of development, the user interface is an abstract subsystem which you can design against without any actual implementation. Again, this is the point of actually doing software design rather than just hacking {Scrap} together.
For instance, consider things like how the contracting system will work, or how matchmaking will work. Such components have numerous elements which can be considered and worked out. None of that requires actually having a working UI. The decisions that are made in terms of that design will drive requirements for the user interface, and those requirements will then need to be designed against the UI framework... but you don't actually need a fully implemented UI framework to develop the design for those subsystems, because they are severable from the actual UI.
This is why well designed software is made in a modular fashion. You would never want to make a system which has its backend tightly coupled to the user interface, because such a system would be a nightmare to develop and maintain. You design those subsystems with exposed interfaces so that you can work on them without needing a specific implementation.
In order for the most fundamental aspects of CW to be designed, such as how it's actually going to work, you do not need to actually have a UI front end implemented. Hell, at the beginning you can just work with a CW mockup, and then later design how that interface will be implemented on top of the UI framework.
In reality, I probably would have thought that community warfare would be designed FIRST, since presumably it's going to drive requirements for the user interface... Suggesting that UI 2.0 needs to be implemented first indicates that you are expecting some element of CW design to come up, and have folks say, "Oh, well the UI 2.0 framework can't handle that, so we have to design CW differently." which is exactly the WRONG approach.
CW should be designed around making a fun, compelling game, and then the user interface just needs to facilitate that game... You don't make a UI framework and then design your game around the user interface.