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Charles's Expiration Date?


Mord

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Steve,

I was reading through the list of modules you have planned for Shock Force...now along with those, Shock Force itself and the WWII CM, that is a ****load of code...millions of miles by the sounds of it! Lots and lots of brain juice and typing involved I'd wager.

Now, I've been coming here for damn near 6 years this month and you guy's have been working on games for longer than that...and Charles is the only programmer. Do you guy's ever worry his skull is gonna pop or burn up like a transistor?...I mean maybe the fluid in the jar might stop spontaneous combustion but it's not gonna stop an internal meltdown...When does our favorite disembodied head recharge? Do you just push his jar away from the keyboard and cover it with a towel...or pack him in a box and ship him to Hawaii for a week? What guarantees do we have that one day you guy's aren't gonna flip on the light switch and find that poor Chuck is nothing but squishy head ooze floating in nutrigoop?

We gotta make sure he is taken care of 'cause if the dude fries his noodle CM is done...these are things I worry about, that keep me awake late into the night surfing for farm porn.

How much more code does he have in him?

Mord.

P.S. If somebody has asked this question already...you suck.

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Well, let's put it this way... it is no accident that we decided to make one game engine and then produce several games from it over a length of time before a major rewrite :D Meaning, if your question was "how many ground up game engines does Charles have left in him" the answer would be "none". This is the last ground up game engine you'll see from us for quite a long time. Also remember, as important as Charles is he can't make the game on his own. Even if he were up for another 3 year massive ground up game engine after CM:SF was out, the rest of us would mutiny for sure. Hence why we came up with the Module concept :D

The concept we have allows us to get in some breathing time in between releases. We've not had that in about 8 years, so youbetcha (as they say in Mini-so-tah) we're gunning for it soon.

The beauty of the Module concept is you guys get games sooner and we get some time to recharge our batteries. It's a win-win. Unfortunately for us, it required a pretty hefty up front investment of time and energy. Hence why CM:SF wasn't out last year. We want to get the CMx2 game engine done RIGHT so we don't have to rewrite massive amounts of code to make rather straight forward and modest changes. We learned that with CMBB and CMAK :D

Steve

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There wasn't a real question actually I was just bored and screwing off...BUT I liked the answer!

And I do realize he's not the only guy working, sorry if it may have come off like that...I just know it's easier on you full bodied dudes...you can up and walk away when you need a break without assistance...poor Chuck he's gotta wait for someone to wheel him around...you know maybe if you bought him a fish it'd make him happy...it could swim around his head while he worked...keep his ears clean or something.

And as far as the module system goes I think it's a great idea. It took me a while to get used to it when it was first announced but I am really excited about it now. Especially when you get a couple titles out...it'll keep us busy and gives us some options besides one set theater!

Mord.

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Originally posted by Mord:

...We gotta make sure he is taken care of 'cause if the dude fries his noodle CM is done...

Done. As per sigline below. Probably also the reason why we received the Sturm Tiger in CMBB. When there's a laziness in programming I know that I have to ease down on the %'s on the bottle labels.
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I see Charles better watch his back. Sounds like Madmatt is leading a coup with Steve to get all the code into place and then wack Charles and keep the engine all for themselves. Better get a nice Marine helmet Charles so that RPG can bounce...

PS Pretty good plan though. :D

Originally posted by Battlefront.com:

Well, let's put it this way... it is no accident that we decided to make one game engine and then produce several games from it over a length of time before a major rewrite :D Meaning, if your question was "how many ground up game engines does Charles have left in him" the answer would be "none". This is the last ground up game engine you'll see from us for quite a long time. Also remember, as important as Charles is he can't make the game on his own. Even if he were up for another 3 year massive ground up game engine after CM:SF was out, the rest of us would mutiny for sure. Hence why we came up with the Module concept :D

The concept we have allows us to get in some breathing time in between releases. We've not had that in about 8 years, so youbetcha (as they say in Mini-so-tah) we're gunning for it soon.

The beauty of the Module concept is you guys get games sooner and we get some time to recharge our batteries. It's a win-win. Unfortunately for us, it required a pretty hefty up front investment of time and energy. Hence why CM:SF wasn't out last year. We want to get the CMx2 game engine done RIGHT so we don't have to rewrite massive amounts of code to make rather straight forward and modest changes. We learned that with CMBB and CMAK :D

Steve

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If any of you have been bored enough to troll the nearly moribund "Modern Naval Battles" forum you might've happened across this post:

"...and the programmer for MNB is working hard on CM:SF. "

Maybe this means once Charles is finished with CMSF he's going to switch over to MNB, and get out his aggressions sinking cruisers and battleships for the other game?

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Originally posted by MikeyD:

If any of you have been bored enough to troll the nearly moribund "Modern Naval Battles" forum you might've happened across this post:

"...and the programmer for MNB is working hard on CM:SF. "

Mikey don't tell me you're bored with all that modding you have to do. ;) Anyway if what was posted is correct, Dan Verssen is helping out with CMx2. Way to go Dan! Not bad for a Board Game designer.
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Oh Mighty Tree,

Anyway if what was posted is correct, Dan Verssen is helping out with CMx2. Way to go Dan! Not bad for a Board Game designer.
Actually, it is a little bit the other way around :D Charles has helped out Dan's programmer a little here and there. Honestly, I forget what the deal is with MNB, so I can't really comment there. But basically Charles, and all his jar juice, are cranking on CM:SF.

Steve

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