IGN is publishing a series of articles by the development team (including me) about what we're doing in Dark Avatar. What our goals were, some of the features, and some exclusive screenshots as well.
Head on over there and check 'em out.!FROGCARE!
IGN is publishing a series of articles by the development team (including me) about what we're doing in Dark Avatar. What our goals were, some of the features, and some exclusive screenshots as well.
Head on over there and check 'em out.!FROGCARE!
| Brad Wardell sayed: But when deciding what to put into the game, we have to look at how many people will really want the feature who already have the game vs. how much it will cost to put into the game. Let's take multiplayer as an example. Multiplayer advocates are very vocal about the feature. But poll after poll, and any other measurable criteria we use (including our own experience -- GalCiv is the only game Stardock has developed for Windows that isn't multiplayer), show that a relatively small percentage of people actually use it. Those who use it really like that feature. But we estimated it would use around 900 engineering hours to implement, not even including QA (Quality Assurance) time. That would be 1/3rd of our engineering budget. We ultimately decided that it would make more sense to wait until the multiplayer libraries in Society were ready (it's being designed to be cross-platform and easy to plug into other things) and then use that in a future GalCiv II expansion pack when it would take only a quarter as many engineering hours to implement. |
, but I know that programmers aint robots(you know thinking about it, we should make robots with GALCIV2's team consiousness programmed in
), anyways, in total, doing 8 hours a day, thats 1 month and 1 week extra, Thats kinda KOOL!! to say the least...| In the end, deciding the feature set is a lot like building an RPG character. I have so many points (engineering hours) and a set of things I want. Then it's just a matter of figuring out which features to put in there and hope that my "character" (the expansion pack) is successful. |
| What is that library anyways, and Why do you need it to cut engineering time?? |
Well, for programming, library is the way to not rediscover the wheel every time. Generally it is code made by a project but used by others projects that need the same functionnalities. If you want to build a car, what would be the most efficient thing: Creating a new engine from the ground or using one that already exists and whose characteristics can fit with the capabilities you are envisionning for your car?
| Did the race backstory articles for Gal Civ 2 on IGN ever get finished? I really enjoyed those. I'll have to check these new ones out. |
| (Senator)Peace PhoenixSeptember 21, 2006 03:27:55Reply #3What is that library anyways, and Why do you need it to cut engineering time?? Well, for programming, library is the way to not rediscover the wheel every time. Generally it is code made by a project but used by others projects that need the same functionnalities. If you want to build a car, what would be the most efficient thing: Creating a new engine from the ground or using one that already exists and whose characteristics can fit with the capabilities you are envisionning for your car? |
| (Citizen)mewcurano2September 21, 2006 17:13:50Reply #6It sounds like MP will be likely in the second expansion pack, or it that just wishful thinking? Would it really be easy enough to port the library over? I would think that the two games would require completely different engine types ( One is a client side server and the other is a MMO). Phoenix: Good analogy. |

| On a completely separate note, is it just me or are some of the ships in those screenies obscenely massive? I don't recall seeing anything about new larger hulls being added to DA but woohoo them things are BIG! |
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