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Post by Buster Cannon on Dec 14, 2010 21:10:18 GMT -5
Wow, this turned out pretty nicely. I mean sure, we didn't outright win, but coming in second and getting mentioned by the Japanese dev team is a huge MMLS milestone. I really have no qualms at all about how this turned out, and hopefully we can even hit 1st place in the next event!
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Post by Loken on Dec 14, 2010 21:37:23 GMT -5
Hey, let's not give up on Seeteufel, maybe, I know this is far reaching, but if MML$ is made, maybe we will have another boss entry thing. We could refine him!
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Post by Dashe on Dec 14, 2010 22:03:54 GMT -5
Yeah, I'm with Pitch and Raijin here, if only because I've had real experience before in the pre-production workflow. With any kind of design document, the more precise and detail-oriented you are, the better off you'll be later on. This goes for character model sheets, storyboarding, game design docs, thumbnailing, you name it. I had to snicker a bit when Ozaki mentioned this, though. Looks like our organization was spot-on. Way to go, guys! And anyway, if it were the reason we lost out to Cap, then I'm sure if Capcom ever did another design event, they'd provide tighter guidelines that either discouraged participants from designing the environment, or encouraged them to put more focus on the mech and its attack patterns. And Loken, tossing in Seety again probably isn't a good idea. A lot of mistakes amateur developers make is becoming too attached to one design. That's why a lot of OC-writers get personally offended when people call their characters Sues...not saying Seeteufel's a Sue, just saying using it in another competition would be a cheap shot and definitely wouldn't go over well in the popularity contest preliminary round. And who's to say we can't put it in fanfiction and fan games later?
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Post by Loken on Dec 14, 2010 22:16:53 GMT -5
Thats a great point, a man can dream though...
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Post by ravenf6 on Dec 15, 2010 11:50:25 GMT -5
Dashe: Indeed.Being attached to one design is detrimental when it comes to designing anything in general. It's tricky to create something new that's never been seen before. Loken: It's good to dream, but it also helps to work on making it reality. Sety is a one of a kind design, but (assuming more contests like this arise during development) if we are able to create something like it and surpass it, then you've got something special. Sety may have lost, but you guys represented the Legends Station as a force to be reckoned with, and that's something to be proud of.
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Post by Loken on Dec 15, 2010 19:50:49 GMT -5
I know, but I could just close my eyes and imagine the whole battle, running up the stairs shooting down, dodging servmissles, it was beautiful.
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Post by Dashe on Dec 15, 2010 20:09:39 GMT -5
Yeah, if anything, and if Eguchi was the one who really wrote that post crediting the whole team, then Capcom of Japan knows we exist now. And if the Pan-Western Dev-Room didn't know about us before, they sure do now. We should really work hard to make the west look as good as possible, though, if we want to get any input into the Japanese side. They've got the home team advantage for sure, not to mention that whole language barrier, larger numbers, and some really, really skilled contenders. If we (as in the west side) are going to get a slice of their attention, we're going to have to be more than just good. It's exactly like trying to score an A in a class where the professor's clearly got their favorites picked out before the semester's even a week in. It's possible, trust me, but it takes a ton of hard work and dedication to pull it off. You can't just be good. You can't even be great. You have to be phenomenal. We've definitely got what it takes for sure if we work together, and just the fact that we've got seven years of community waiting on our shoulders gives us a nice fighting edge to run with. It's just all a matter of whether or not we'll get another shot at a collective effort. And I think the rest of the dev-room ought to look into collaborating and strategizing to put out the best design docs they can as well. They kind of did that with Hetzer, but not quite to the extent we did where we were all simultaneously drawing up stuff on iScribble. It ought to be a matter of pooling together the best talent to get the best possible options with the series in mind, which was what upset me the most about that mass-downvoting back in this event. If Riese and Bismarck had made it through to the finals, there's a chance we could've had a western win overall (I felt Riese was a bit stronger than Seeteufel myself, actually). Of course, it might not have made that much of a difference, but cheating during the race doesn't do anything but hurt the team in the long run. So...uh...yeah. More strong teams = stronger designs/mechs/what-have-you in the long run = better chance against the Japanese contenders, regardless of whether or not we have legitimate reason to believe they have a home team advantage. Plus we'd have more people with that warm fuzzy feeling of working together to make something great in the end.
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Post by Loken on Dec 15, 2010 20:19:18 GMT -5
If we have another big collaborative project I'll pitch in however I can! Also, what really sucks about Bismark and Riese not getting in the top five is that, Capcom JPN must have thought 'These were the best the U.S. had?' let's face it, besides Bernhart the rest would not have got in without the down voting.
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Post by ravenf6 on Dec 15, 2010 20:57:04 GMT -5
If anything, Seetuefel proved to CoJ that there are fans in the West who are taking this fan development thing seriously. Inafune may have left, but hopefully we can light the way for others to follow- to help the development team nurture this game into something he would be proud of. To make the last piece of his legacy (before leaving Capcom) Something worth remembering.
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