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Interested_Viewer

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Posts posted by Interested_Viewer

  1. The short answer is software development spits in the face of predictable end dates. Obviously things took us a LOT longer to "wrap up" than we thought. There were no issues of any individual significance. Nor did we ever slack off on full development. Hell, we even hired a second programmer for the first time ever and he (Phil) made some huge contributions to CM:BN already.

    When one makes a game with 1000s of individual features, it's not hard to have major development time overruns. Especially when we care about how it all works together.

    This, BTW, is why you guys constantly see me telling people "nice idea, but no time for that". We could keep going for another 10 years if we tried to do everything at once.

    Steve

    Good answer, thanks! I'm sure the finished product will reflect the passion you all have put into it!

  2. Let me preface this by saying that this, in no way, is meant to complain, ridicule or attempt to shed Battlefront in a bad light. I think that the personal relationship Battlefront has with its hardcore user base is fairly unique, and with that comes good opportunities for things like this. Maybe this is the wrong forum (literally and figuratively) for this discussion/question, but I am, as the title states, genuinely curious about the following.

    Back in September of 2009, I, like most of you, was extremely giddy to see Steve's remark posted about CM:BN being on track to be "mostly done" by Christmas [2009]:

    As for release we've decided we're not going to rush things to get it out by Christmas as originally planned. We would rather enjoy the Holidays Our goal, however, is to have it mostly done before taking some time off at the end of the year. That is still our plan and we're still thinking it is possible. We'll know much better in a month.

    Steve

    Granted, "mostly done" is somewhat subjective and no release date was specifically speculated upon but, from a software development standpoint, what exactly happened? Were there large scale technical issues that needed to be worked out still? Was it a case of underestimating the small details/polishing/bug fixing/testing? Was it realizing you had no deadline as an indie developer and you could keep adding features from your wishlist to make it fit the vision? Any specific nuggets/examples/anecdotes that are worth sharing? Any take-aways from the experience? (besides never to drop any hints of release dates :P )

    Again, this is in no way a "gotcha" type of post, and I realize that it's things like this that push toward the "it's done when it's done" mantra. Just hoping to hear some interesting development stories!

  3. Hey guys,

    Wasn't sure where to ask this, figured this was as good as any..

    I never got into CMSF's modern combat much, but I really enjoyed the *idea* of the real time play option! It allows me to micromanage a la WEGO, but get to decide my own timeframe for stopping the action to issue orders.

    That said, there is one thing that is missing which really keeps me from loving it- "instant replay". I NEED to be able to go back 10/15 seconds and see that armor exchange again! Not to mention times when I completely miss something important because I'm observing elsewhere. Basically, I would like to be able to do what you can do in WEGO at the end of the turn, but at any point.

    I've read enough around here to know these seemingly simple things are never simple to code/run/"work" correctly, but I vaguely remember this specific addition being discussed and that it was being considered. So... has this been revisited for Normandy?

    Thanks for listening!

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