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Gamedev atricle about a failed game-project
#322334
05/06/10 07:18
05/06/10 07:18
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Joined: Feb 2005
Posts: 3,687 Hessen, Germany
Tempelbauer
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OP
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Joined: Feb 2005
Posts: 3,687
Hessen, Germany
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hi i found this article by fortune. its already a year or 2 old and maybe you´ve already read. but if not: it is an article about a failed gameproject of an iran company. they report about their problems they had at programming, the engine, artwork, etc. maybe it could help someone to avoid pitfalls and conceptual traps in the game-developing process http://www.gamedev.net/reference/business/features/pmAOP/
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Re: Gamedev atricle about a failed game-project
[Re: Tempelbauer]
#322359
05/06/10 11:05
05/06/10 11:05
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
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Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Gamedev article about a failed game-project
[Re: Pappenheimer]
#322380
05/06/10 15:39
05/06/10 15:39
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Joined: May 2009
Posts: 445 Peine, Germany
Razoron
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Joined: May 2009
Posts: 445
Peine, Germany
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Right from the beginning, and mainly due to financial limitations, we had employed too few programmers, who were dividing their time among far too many tasks. 1st sentence of the programming mistakes. I also have problems avoiding this. Some think are making fun and you want to go on with them. Soon, you noticed that the task you did before isn't working correct and isn't completed and you have to recode your "Fun Task". Good Article.
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Re: Gamedev article about a failed game-project
[Re: Razoron]
#322387
05/06/10 15:58
05/06/10 15:58
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Joined: Feb 2009
Posts: 2,154
Damocles_
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Posts: 2,154
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and we had to create, place/paint and performance tune all of that stuff by hand. This started to turn into a major challenge on our level which was almost 10 SqKm large. In hindsight I believe we could have found an easy way to place all the flora with automated code. Thats where the tools should come in. A very fast tool to (half automatically) place fauna in the Leveleditor takes a coule of Hours programmers work, but saves the Level-designer weeks. Save/load functions should have been available in the game right from the beginning. Thats like Multiplayer functions. Its very very hard to implement it correctly in the end of the project.
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Re: Gamedev article about a failed game-project
[Re: Walori]
#322709
05/08/10 23:01
05/08/10 23:01
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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(Did someone else too see similraties on their projects mistakes and the ones in the article)
a lot.
3333333333
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Re: Gamedev article about a failed game-project
[Re: Quad]
#322730
05/09/10 00:11
05/09/10 00:11
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Joined: Jul 2001
Posts: 6,904
HeelX
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Good articler and a must read for everyone who is green and wants to make a MMORPG or similar.
Personally, I don't think that they would have failed so much if they would'nt had that "budget pressure" behind their necks so early. Being free with no restrictions, limitations and deadlines can be so fruitful to a project. Obviously, they had much to learn throughout the project and RPG's may be not the wisest choice for the first, big, selfproduced project, but if they had more time to discover their own possibilities, I believe that they could have made it better.
Last edited by HeelX; 05/09/10 07:58.
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