What's convenient for you is that you keep redefining what needs to be done. There's always a lot of work to do when you keep moving the goalposts.
What you are suffering are the consequences of your own decisions. I'm actually delighted that BWO is making progress with HTL models, and I think some of the changes that have been made in the past several months are good. But when I see you talk about an "overhaul" of the missions (which I took as a Freudian slip rather than a typo) I see the same mistakes happening all over again. You'll note that I said not a word against your efforts during this most recent restart until you started talking about redoing the missions.
Of course they are consequences of our decisions! There were plenty of bad decisions done in the past (not by me personally, but I still chose to continue on board nonetheless).
And of those decisions, I think that the worst ones were:
1. Excessive micromanagement, have the project be centered around the vision of 1 or 2 people in all matters (breaks team motivation, since they don't have creative input). This one we fixed, as this OP shows, and it's paying dividends in the assets front.
2. Secrecy. The community stopped caring about the project, since they had no idea what was going on. We didn't share anything while the project was in development. This one we are already taking care of: you see more about what is going on, you know the project is coming back to life. You'll even have access to certain assets as soon as their done (one of the Aaru versions, the HTL Ceres, and perhaps others in the future)
3. Waiting for the HTL assets before dealing with the missions (I mean at whatever capacity the missions would be touched). This one was bigger than apparent, IMO, because it allowed most of the team to just throw it in the corner, move on to other things and lose interest. The assumption that we needed to have all the assets finalized before polishing the missions and make them connect into a coherent whole (which they don't at the moment) was a very bad one from where I'm standing, especially since we have all the placeholders we need. Which brings me to my final point...
Yes, of course we keep redefining what needs to be done... the fact that we didn't in the past, was mistake nº4 (and perhaps the worst of all): we stuck with a final goal (good), but we also stuck with the methods to achieve that goal (wrong, because obviously it wasn't working). We were basically stuck in time.
We've been redefining what we need to do in all fronts, and the result is what you've been seeing in the past few months. A positive result. I fought tooth and nail to make this happen, including countless discussions with BlackDove to give me the green light to do it.
And it's connection with problem nº3 is that I don't think there's a point waiting for all the assets to be done to start working on the missions again. Yes, they might need a final, quick polish/balance pass when all the assets are done, but while we wait for those assets, we can spend that time to actually make the missions better. It's not like the HTL assets will be done quicker if we don't work on the missions, so why not take the time we already have? The idea, is that in the end, we don't spend a single extra day on the missions besides that final balance pass, after the HTL assets are finalized.
I feel that what you think I was saying was "we want to spend more time after the HTL milestone is met, to work on the missions", when what I've been advocating is to "spend the time we have working on missions while the HTL milestone isn't met". It would be a perfectly good waste of time if we didn't do that.
This isn't going to achieve anything useful.
Perhaps not. I've said my piece; I will leave it at that. I'll split off the thread digression if Raven agrees.
Yes, by all means.
I'm just a fan of FS and have little experience in designing games, I hope it's okay if I give my opinion on the matter since I like and respect both Goober and Raven.
BWO is something I've been looking forward to for a long time and I hope it's released in the relatively near future. All I can really say is an observation. Raven, I'm not demanding you release BWO right now or anything like that (and some of the new models made look great)...and as project leader if you feel something is absolutely vital for BWO then do it but just a observation from a fan (and you probably already know this as it's fairly obvious)...just remember any new stuff added to BWO will delay the release date most likely. If I was a game designer I would ask is it worth it (like I said before, if it is go for it).
If there's stuff you want to add later, you could always do a "BWO Deluxe Edition" or something like that. I'm hoping that the renewed community enthusiasm in BWO due to BWO's recent revival doesn't fade away like slightly was before the revival.
If/when it does get released, I will be one of the first to play it. It's in my top 3 of campaigns I'm looking forward to.
First, of course you can give your opinion on the matter. Second, I'm not project leader
I'm just on of the most senior project members who is still active and trying to put everything back together.
Check my reply to Goober: we are
changing things internally in terms of development, and the release method. I don't think we're ready to just "release everything, and make a deluxe edition later", but
we're ready to to release it in an episodic format, which is already a big change and will speed things up
If we didn't think it was worth it, we wouldn't have stuck to this goal for so long. Releasing in 5 mission chunks, or the whole 40 missions at once, the directive will still be to have quality releases. There may be some concessions we might choose to do in the first few episodes (no voice acting, no weapon models in loadout screen, for example), but when it comes to missions, gameplay, story and visuals, we're still not ready to lower the bar especially now that there's a fair amount of productivity going on