

raaar at the risk of splitting hairs, perhaps ZK doesn't look bad exactly, but it doesn't look attractive. Compared to the average BAR screenshot people aren't going to think "that looks amazing" and go to install it. They'll have to read a bit more about what it does.
Various aspects of game quality behave very differently when attracting and retaining players. Ordered from "seen the game for the first time" to "been playing for years" it looks something like this.
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Website fanciness.
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Screenshot-appropriate graphics.
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Narrative/setting hooks.
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Bugs/crashes.
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Music (for those that listen to game music) and sound effects.
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Overall aesthetic feel of playing.
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The game being learnable/approachable.
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Overall game systems design.
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Replayability/modding/patch rate.
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General community character.
Graphical readability isn't even a factor before players play the game for themselves.
quote: BAR is a good example of what the spring engine can deliver. i doubt zero-k devs have a goal of achieving BAR level of visuals however it wouldn't hurt to have at least a major fx, sound and texture overall. |
Well idk, what is the nature of a goal like this? Improving graphics would be good. It seems more like something that is tied to resources than a distinct goal of the game. Anyone could start learning the skills to do this today and become a developer.
You are right in the sense that I don't expect to push a graphics overhaul myself. It should be done by someone who can see the problems and is motivated to gain the skills. Overall I am not hugely impacted by graphics, but tend to care more about silhouettes and the geometric design of units than textures. I have already implemented my personal low hanging fruit, eg I screwed around in paint.net for a while to remove the old ugly brown donut on the explosion decals.
I wouldn't want ZK to look exactly like BAR as I think they have made some poor tradeoffs. Most things have tradeoffs, and a lot of fancy graphics tends to trade off against readability and game mechanical diversity. For example, the BAR mapping style has a lot of niches and ravines on the cliffs and ramps. This looks nice but it can be hard to tell exactly where bots can walk, and the cliffs be randomly unsable for spiders. I don't know whether BAR could support a full factory of spiders with such cliffs. I also didn't think the units were that distinguishable, but I haven't looked recently.
The effects and textures do seem like a good place to start. There are people in the spring discord working on using the new animated sprite sheets. Go talk to them. Generating normal maps for all the units (and integrating the BAR tech to use them) also seems good. I think the lowest hanging fruit is to fix the terrible lighting on many maps. Perhaps something changed in the engine about how units/terrain is lit, but I don't remember it being this bad. Just having units consistently lit properly would go a long way.
Effects are much easier than models. Technically all you need is notepad and something like Paint.net. Fancier programs are good if you know how to use them. Anyone could get started on this pretty quickly, it just takes time and effort.
quote: On a more basic level, what % of players stumble on crashes or other bugs where the game doesn't seem to work for them and quit? |
Based on things like crash reports, feedback and requests for support, this percentage seems low. The engine devs are fairly responsive too. The low hanging fruit has already been plucked here.