Oolite Flavours

General discussion for players of Oolite.

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Cholmondely
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Re: Oolite Flavours

Post by Cholmondely »

hiran wrote: Tue Dec 26, 2023 9:49 am
Ok, so we have a quite heterogenous state with the OXPs, and we have very limited capacity to have them upgraded. If we tried to do something it needs to be at the low hanging fruits then. How do we identify those?

Would it make sense to create a table with a row for each of the expansions, and in the rows we assign grades for the different aspects of the expansion.
These aspects could be
- importance/idea
- compatibility
- playability
- sound/graphics
- suitable for flavour ...

the grades could be raw, so-so, good, production ready

If we find expansions that are good enough we could stuff them into a flavour straight away. Those that need little work (the low hanging fruits) should then be targeted as well, and so on...
I have a sneaky suspicion that Phkb is slowly working his way through the most egregious cases. And the situation now is much better than it was when I got involved in July 2020.

But to go back to your original concept, "Smoothie", we have enough OXPs to put it together. We just need to decide what goes into it.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Oolite Flavours

Post by Cholmondely »

hiran wrote: Wed Oct 25, 2023 6:04 am
hiran wrote: Mon Oct 16, 2023 11:57 am
Would that mean we can converge to at least three flavors (not discussing the exact content of them right now):
- vanilla
- lore
- newbies

That would be some progress already.
From another thread another idea:
Have one to show off the most sparkling graphics, strangest ships but remain easily playable. We could call it Smoothie?
Initial musings:

1) Number of flavours.
I'd go for 6:

- vanilla
- newbies
- lore
- smoothie
- realism (physics/astronomy & politics/economics)


2) Contents.

- newbies
Basically "Norby's AddOns for beginners" + "Vital Statistics" + "Paddling Pool" added in - but with the more complicated ones winnowed out. Would we want to add in one of Redspear's Masslock circumventions too?


- lore
This desperately needs a high-poly retexture of Murgh's Lave.oxp - unless we just go with his entire IronAss suite instead (I played that way for half a year so that his Lave textures would not clash with the other ships - but of course they did with the Systems oxps' ships.

There is also the issue of New Cargoes and the planet descriptions. When I tried out Stranger's Famous Planets Overhaul (FPO) I found that the F7 descriptions were older - and seemed to mesh better with New Cargoes trading.

I'd also want to add in KW's docked HUD (with "CorCom Trading systems" emblazoned on it). And possibly HIMSN.


- smoothie
Griff's newest together with his retextures (missiles, for example)?
Some of the nicer replacement stations (Torus, Globe, Octahedron & Tetrahedron)?
Povray Planet textures. Maybe with some FPO mixed in?
ZygoUgo's various offerings?
Phkb recently revamped Generation Ships?
- and I'd want to add in KW's stations, too (Nepthys, Hathor & Sothis).

Possibly also Additional Planets (or maybe that should be a "massive download optional extra").


- realism (physics)
I'd base it on Stranger's World and leave out SWEconomy (too confusing with mining worlds being labelled as "extreme agriculturals" and having too low prices for agricultural goods).

Ship Configuration?


- realism (politics)
Systems OXPs, Diplomancy (probably phkb's tweaked version), Weapon Laws, Bounty System. First Finance OXP. Risky Business & Risk-based economy.

HIMSN?, New Lasers?



These are my first musings. They will need to be refined. My tastes are somewhat eclectic (example 1, example 2, example 3)
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Oolite Flavours

Post by phkb »

Cholmondely wrote: Tue Dec 26, 2023 2:52 am
he just recently re-posted the Nuit station - I don't know what he did to it
Just a bug fix in a plist file, nothing too drastic yet.

I'm not sure I'm the best person to make any recommendations here, but I think the first "meta" OXP we could collate is a "Quality of Life" collection. I'm thinking things like Equipment "Sell" item color, Expanded Missile Info, Loadout by Category, Missile Summary, Laser Arrangement, Remove Individual Pylon, Display Current Course, that sort of thing. Things that aren't changing gameplay or graphics, but just make your life as a pilot a bit easier. And I don't want to just push my OXPs (although I've ended up creating a bunch of them so that's probably inevitable). Maybe things like Galactic Sat Nav, Cargo Scanner and Missile Analyser could be considered.
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Re: Oolite Flavours

Post by Cholmondely »

phkb wrote: Tue Dec 26, 2023 11:43 am
I'm not sure I'm the best person to make any recommendations here, but I think the first "meta" OXP we could collate is a "Quality of Life" collection. I'm thinking things like Equipment "Sell" item color, Expanded Missile Info, Loadout by Category, Missile Summary, Laser Arrangement, Remove Individual Pylon, Display Current Course, that sort of thing. Things that aren't changing gameplay or graphics, but just make your life as a pilot a bit easier. And I don't want to just push my OXPs (although I've ended up creating a bunch of them so that's probably inevitable). Maybe things like Galactic Sat Nav, Cargo Scanner and Missile Analyser could be considered.
Since you are the one who has put in countless hours worrying about and working on this it will inevitably be your work which constitutes the bulk of this option.

But this is a meta-oxp, yes? Not an "Oolite flavour" per se which is highlighted as such inside "Oolite Starter".


And I think that we really do need a "meta-oxp" category on our in-game Expansions Manager. Maybe entitled "Accumulated Meta-oxps" so that it comes top of the category list?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Oolite Flavours

Post by Cholmondely »

*Beginner's Set (Market Observer, XenonUI, Vimana-X HUD, Barrel Roll, Fast Target Selector, ILS et al) Basic information/equipment to play the game
*Depth Set: Lore & Politics (Lave, TOGY, Commies, Feudal States, GNN, Weapon Laws etc)
*G1 Missions & Activities (Asteroid Storm, Long Way Round, GalCop Missions etc)
*Trading (New Cargoes, Smugglers, Bloomberg Markets etc)
*Elite Trader (Reval's suite)
*Stranger's World
*Exploration (Explorer's Club, Zero-Map - Wildeblood will probably have better ideas for this)


Here goes!

1) Beginner's Set:

From the Vital Statistics ("Mega-OXP"):
Ship's Library (Ship's Manual)
XenonUI
Technical Reference Library
GalCop Galactic Registry
Galactic Almanac
Market Observer
Vimana-X HUD
HUD Selector

plus the following
Equipment 'Sell Item' Color
Expanded Weapon Info
Loadout by Category
Missile Summary
'No Market' Notification

That's for the background information

Next: Fixing stuff
Escape Pod Slave Fix
Planet Forests and Oceans (not yet in Expansions Manager)

Then other basic helpers:
View Sound
Display Current Course

Auto-prime equipment
Remove Individual Pylon
ILS

Modern Start
Start Advice
Start Choices

Fast Target Selector
Barrel Roll

Edited to add

Description: This OXP suite is a basic set, containing vital OXPs for new players, but also ones useful for more seasoned players.


Edited to further add
3 additions:
LogEvents
BGS
Library OXP
Last edited by Cholmondely on Wed Mar 06, 2024 11:27 am, edited 2 times in total.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Oolite Flavours

Post by Cholmondely »

2) Stranger's World Set.

This one is easy - every single jolly one of his OXPs!

But not "Energy Rebalance SCC", "SW HUD DAI" or his "Leesti is Moon" texture experiments.

Unsure about his FPO (Famous Planets Overhaul) which is not on the Expansions Manager (And there are conflicts with Phkb's most recent work on city lights textures - Tianve, Riredi, Lave, Digebiti).

And there are a couple of others to add in.

1) Useful MFDs (gives Solar Wind Flux automatically without needing to set the ASC to the sun)
2) Fuel Tank (the pylon mounted original which he wrote his own "Internal Fuel Tank" to complement)
3) Phkb has come up with a fix for the Commies SLAPU/CZGF stations: CommiesOrbitUpdate.oxz. Several other stations will eventually need this too (Hathor, Taxi Galactica, The Collector). This is not on the Expansions Manager.

Description: This suite was crafted by Stranger, who like many his fellow "Roolite" Russian players prefers much more realism. All movement uses fuel. Distances are more realistic, planets and moons move in orbits, trade is tweaked, etc.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Oolite Flavours

Post by Cholmondely »

3) Depth Set

First stab - this will be modified

Individual Systems:
Lave
Riredi
Taranis (Lerelace)
Tianve
Tionisla Orbital Graveyard (4 OXPs)
Tionisla Chronicle Array + Tionisla Reporter + GNN


Other
Extra Rock Hermits
Globe Stations
Hathor trade stations (needs publishing)
Nephthys station
Nuit station
Torus Stations
Z-GrOovY Small System Stations

Deep Space Dredgers
Liners


Politics:
Anarchies + Behemoth (needed for Bounty Amnesties)
Feudal States + Planet Fall
Commies
Dictatorships + Imperial Astrofactories
Ring Racer OXP + RRS Group + Sothis TC (needs publishing!) (to flesh out the Corporate States)


Building on the above
Smugglers
Diplomancy
Weapon Laws
Bounty system


Description: This OXP suite adds depth to your Ooniverse, amplifying differences between political systems, fleshing out some of the individual systems, adding more variety in stations and making travel more complicated due to import bans and need for visas.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Oolite Flavours

Post by Redspear »

phkb wrote: Mon Oct 16, 2023 5:37 am
hiran wrote: Mon Oct 16, 2023 4:14 am
For new players I do not believe changes to the original game do matter. After all, what would they measure against if they never played Vanilla?
It becomes crucially important when trying to (a) explain what's going on, and (b) debug something that's gone wrong. I get it that new players probably won't care, but the lines are starting to blur (if they haven't faded out already) between core game and modded game. As someone who is trying to keep a foot in the mod camp as well as the core game dev camp, it makes my life... well, challenging is probably the best way to put it!
A bit late here, I know, but just wanted to pick up on what phkb said here.

People have long made the 'must start with vanilla' argument but phkb breaks it down here.
It's not starting with mods that's a problem, it's starting with mods when it's not clear what they do.

If I start with a mod called 'tougher pirates oxp' and find I'm regularly getting pulverised by pirates then, as long as I know that I have that mod installed, then it's fairly obvious what I could do about it.

Now in the vanilla game, if I found pirates to be too easy to deal with I could look for a suitable mod but I would at least have to find it first.

There is even an argument to say that the first of these two scenarios is preferable but, as phkb points out, the lines are often blurred.

So, how to make things clear?

Well firstly, let's go for strawberry rather than neapolitan shall we?
  • Small number of mods
  • Clearly, rather than artistically, named mods only
  • No obvious overlapping effects
  • A taste of what mods can do rather than what a modded game looks like

On the first point, I'm thinking no more than five - we can change the game significantly with just one mod so five gives both variety and managability for the user.

On the second, 'Random Ship Names' is fairly obvious but (my own) 'Rise of the Hunter' less so, even though it very much hints at it's effect.

On the third, keep the mods away from each other in their effects as far as is possible. So if one oxp adds ships then don't include another unless it's entirely obvious which oxp they would belong to. Even if they all compliment each other, like five 'quality of life' updates', instead let's just showcase one of them.

And lastly, if we're going for 'mods for beginners' then why not effectively make them mod tutorials?

I don't mean like the current in-game tutorial, I mean like you could be taught to learn almost anything: with simple but preferably interesting examples.

In the end, very few of us are going to run a game like oolite, one which was hasn't moved terribly far from an 80s (90s if you count the frontier influences) design standpoint, with only five mods. We just need to give them a taste, maybe even of the more radical mods, a showcase of possibilty if you like but, and I make this point very strongly: only one big change at a time.


So here's my suggestion for five categories (not five oxps) to consider in order to help create such a starter oxp, which might theoretically contain some, or all, of the following:

Cosmetic
This has long been suggested as a safe category and so it's hard to go wrong here.

Start Conditions
Providing a different flavour could be as simple as equipping the player to start out as a combateer rather than a trader. Scoops and a beam laser at the cost of starting in a ship with a smaller cargo bay. I'm not sure it would be that much easier but it sure would be different.

Feature
This could be any one, potentially quite radical game changer. It doesn't even really matter what it is, as long as it's absolutely clear in which area(s) of the game it will be making a difference

Convenience
It could be as simple as reorganising the f3 screen or ameleorating masslock. One simple quality of life change, to show the player that a 'pet hate' can almost certainly be addressed by an oxp.

Activity
I've put activity rather than mission as missions tend to have start conditions. Maybe it's an exploration oxp or even just a bounty scanner. Add in hoopy casinos perhaps or even the black monks!


An example of how NOT to do it using two of my own oxps:

Waepon Laws & Demand Driven Economy
Maybe add one but not both. It would be adding two 'features' instead of just one. Even if they're actually quite seperate, even if they don't influence each other, they both change the strategy of how the game is played. Highlight just one of them and we see see it's effects all the clearer.


All the above is IMHO of course, just a little blunt in places for (hopefully) clarity.
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Re: Oolite Flavours

Post by phkb »

Another thing that strikes me, when talking about mods, is the fact that almost all of them have never been comprehensively tested with every possible combination. Some are really good, totally rock solid, but I'm almost certain that, apart from mods that merely tweak a description or override a shipdata entry, there are some lurking bugs waiting to be found, especially in the more complex mods.

And in saying this, I'm really pointing the finger at myself here, as I've got a lot of code in my suite of mods, many of which could be suitable in a number of categories we're talking about above.

Bugs happen. That's programming. But, when things are published through an interface in-game (or via OoliteStarter), I think it leads to a player expectation that they everything is fully and completely tested. I know we have a bit of a disclaimer on the Expansion page, saying mods are provided as-is, with no warranty or guarantees, but I'm wondering whether we might need something a bit more comprehensive. Not a legal document, but more of a "setting expectations" kind of thing. Basically, letting players know that by using and playing with mods installed, you are essentially joining an unofficial testing team. There might be unexpected interactions. Things might go boom sometimes.

To give an example, I'm currently knee deep in debugging and testing various missions from the GalCop Missions mod. I've done all the steps in a particular mission, I get a basic mission screen saying the job is done, and please press space. I press space ... and my HUD changes to the default hud. Wait, what? But my code doesn't do anything with the HUD?! Why is it changing? At the moment I don't know the answer, but it's illustrative of the issues we face by encouraging lots of mods. Sometimes you get this result.

However, I think as long as we have set expectations, that all these mods are works-in-progress, please report any funky behaviour you see, and welcome to the testing team, I believe it will create a more positive environment going forward. And because I don't like talking about something without ever getting to the "doing" part, I've got something half written. I'll tidy it up and post it for discussion shortly (next day or so), if we feel it would add value.
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Re: Oolite Flavours

Post by Cholmondely »

Redspear wrote: Wed Mar 06, 2024 1:35 pm
Well firstly, let's go for strawberry rather than neapolitan shall we?
  • Small number of mods
  • Clearly, rather than artistically, named mods only
  • No obvious overlapping effects
  • A taste of what mods can do rather than what a modded game looks like

On the first point, I'm thinking no more than five - we can change the game significantly with just one mod so five gives both variety and manageability for the user.
...
But have look at Arquebus's videos. He started with oodles of OXPs. And seems to have had little interest in working out scientifically what each and every one of them does! And, I would guess, so do many other new players. There are many people who just want an enjoyable game rather than a scientific analysis of what each and every one of 1,100 OXPs do!

Current poll ratings
How did you start playing Oolite?

Before E:D came out - and started with the Strict game, slowly adding OXPs
16
52%

Before E:D came out - and started with lots of OXPs
6
19%

Since E:D came out - and started with the Strict game, slowly adding OXPs
4
13%

Since E:D came out - and started with lots of OXPs
5
16%


Caveat: 9 is too small a number to derive profound conclusions from



But how about an OXP which offers mod tutorials instead? Combining "Start Choices" with Mission Screens informing the player about the choices made. This could be done easily using the scenario.plist. Might that not be a better way to go about that?

I'm sure many players might want to have the information eventually (so that they can knowingly fine-tune their games). But would they not want to try out the fully-decked-out game first to see if it is worth their time?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Oolite Flavours

Post by phkb »

Cholmondely wrote: Wed Mar 06, 2024 10:24 am
And there are conflicts with Phkb's most recent work on city lights textures - Tianve, Riredi, Lave, Digebiti
There should be no conflicts between these and FPO. There is code in each of them (that require it) to make sure the updated planets with city lights take priority over FPO. And there could be no conflict with Riredi or Digebiti, as they aren't covered by FPO (unless FPO has changed since I downloaded my copy).
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Re: Oolite Flavours

Post by Redspear »

Cholmondely wrote: Wed Mar 06, 2024 2:06 pm
But have look at Arquebus's videos. He started with oodles of OXPs. And seems to have had little interest in working out scientifically what each and every one of them does! And, I would guess, so do many other new players. There are many people who just want an enjoyable game rather than a scientific analysis of what each and every one of 1,100 OXPs do!
Not my point.

It's not as if the beginners are putting together these 'flavour packs' is it?

I thought that the point of this thread was that 'we' might be the ones putting together something for them. Not in the sense of providing different straight jackets but rather just offering a starting point. Picking 5 oxps you like, that play nicely together and are clearly distinct, hardly requires 'a scientific analysis of what each and every one of 1,100 OXPs do!'

As hiran appears to suggest:
hiran wrote: Sun Oct 15, 2023 11:12 am
The discussion about sets of OXPs that could make up a flavour of Oolite is amongst them, hence I am opening a dedicated thread. Today we only offer vanilla. Let's add strawberry and chockolate next and think of more esoteric combinations later.
@ Cholmondely:
We're effectively expecting less of them in terms of experience, not more. And we're not offering neapolitan...

So if we can't suggest a manageable suite of distinct, non-conflicting oxps then what problem are we solving exactly? If we don't have enough experience to do that then isn't it the blind leading the blind?

Cholmondely wrote: Wed Mar 06, 2024 2:06 pm
But how about an OXP which offers mod tutorials instead? Combining "Start Choices" with Mission Screens informing the player about the choices made. This could be done easily using the scenario.plist. Might that not be a better way to go about that?
I don't think it's the installing of mods that's the issue, is it? If we did do that then It's diificult to explain how they interact in some cases and then would the installer likely remember after even a few additions?

Cholmondely wrote: Wed Mar 06, 2024 2:06 pm
I'm sure many players might want to have the information eventually (so that they can knowingly fine-tune their games). But would they not want to try out the fully-decked-out game first to see if it is worth their time?
Who's 'fully-decked-out game'? We're back to the case for starting with vanilla...

For example: you seem to love Stranger's oxps, but the ones I've seen don't seem to be for me. Not because there's anything wrong with them but rather they're simply not to my taste. I dare say they are better made than my oxps, with greater skill and are perhaps even more popular but that's not the point.

The point is that a perfectly good oxp can make a player's game experience worse. The more you 'fully deck' a game, the more likely that is to happen.

Can you believe that was my experience when I first installed Griff's shipset about a decade ago? One of the most popular, most well made oxps that the community has perhaps ever had and it made my game experience worse?
I didn't have shaders so they all looked so dark...
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Re: Oolite Flavours

Post by hiran »

Thank you all for thinking about the content for the flavours. You guys have a way bigger overview of what OXPs can do, should do or how to combine them.

While this is progressing, I am thinking about how to write down the results.
Basically what we have are expansion sets. But they need to have a name, a version and optionally description and icon.
And they are more than just one.

I'll come up with something that wraps the expansion sets we have seen already and allows addition of the mentioned data.
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Re: Oolite Flavours

Post by arquebus »

My set is absolutely ridiculous and should not be emulated by anyone. :)

I think that if we treat sets as additive/modular rather than binary (so you could apply more than one to a single save), we can keep the number of OXPs in a set down. At least the basic ones.

It may be worthwhile to think about the sets categorically. We've done that a little bit but perhaps more rumination is warranted. These would be categories that roughly map to the actual categories in the expansion manager. So, by way of example:

- Ambience packs
- UI packs
- Mission packs
- Gameplay (mechanics) packs
- Station/Dockable packs
- Ship packs
- Weapon packs
- Equipment packs
- MFD packs

Or we could go a little bit more macro and think about:

- Audiovisual packs (ambience, UI)
- Ship packs
- Universe packs (missions, stations, planets, mechanics)
- Equipment packs (weapons, equipment, MFDs)

We'd want to set aside any OXPs that have a tendency to not play well with others. We'd want to focus on the ones that are flexible and able to be combined with an a priori unknown existing collection of OXPs.

An alternative would be to think in terms of complexity, and build two or three (or more) "lines." Each line would be thematically organized, and within each line there would be tiers of complexity so you start with a vanilla plus version, then an intermediate, then go to advanced. And they'd build on the prior set in the line.
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