I think most of their previous games have been iterations to just build a foundational gameplay structure that will be imported into this game. So, they may not have a teams and b teams, but just the whole team cannibalizing the previous game's code for this one.
I'm eagerly awaiting the features from this is my land to come to the RTS (jk)
What worries me is the ultimate dreadnaughts, the little i can gleam from it was not left in the best of state. And this is a ukraine company bought by a swedish holding company thus there is risk for the culture to infect it. Still I really want a new empire and this looks promising.
I wonder if the war might have had an effect on development. I can imagine someone making an ugly decision of: "Does the mechanic work? Yes? Did we make most of our money back from this development, sort of? Good enough. Tear this out and put it into the new game, we'll make money back from that."
I've thought about this kind of thing actually being built for complicated games. It's effectively like Agile Software Development, but instead of just making specific libraries or instances of the same product, you actually build out games to sell as a partial instance of the product, and then pull back the parts and pieces into your main project.
It seems to be a mostly remote company, so not sure how much the war it self affected them, but the propaganda probably a lot.
I've thought about this kind of thing actually being built for complicated games. It's effectively like Agile Software Development, but instead of just making specific libraries or instances of the same product, you actually build out games to sell as a partial instance of the product, and then pull back the parts and pieces into your main project.
The idea itself got some good points, but it would require quite a lot when you tie the sack at the end, since complex games have quite a diverse level of different areas you need to optimize and if you lose a couple of experienced devs during the module building phase (is there a better term for this?) I see the final product having a large chance of being worse then sum of their parts.
Could it work if you had several teams working on the different modules and thus getting it done more quickly minimizing that the sum module would be out of date or knowledge lost, perhaps.
I think this is basically the responsibility of the parent developer. It would take a very high level of Project Lead knowledge and understanding to manage it, and you would actually build out your own architecture to develop multiple games, and you'd have to have very good knowledge documentation on them; but I think that's the better way to build games in the future.
I just don't know that anyone actually does that yet. Frankly, because I think they're all coders and they're not thinking about managing a framework as your own platform to build different games thorough.
I think most of their previous games have been iterations to just build a foundational gameplay structure that will be imported into this game. So, they may not have a teams and b teams, but just the whole team cannibalizing the previous game's code for this one.
I'm eagerly awaiting the features from this is my land to come to the RTS (jk) What worries me is the ultimate dreadnaughts, the little i can gleam from it was not left in the best of state. And this is a ukraine company bought by a swedish holding company thus there is risk for the culture to infect it. Still I really want a new empire and this looks promising.
oop
I wonder if the war might have had an effect on development. I can imagine someone making an ugly decision of: "Does the mechanic work? Yes? Did we make most of our money back from this development, sort of? Good enough. Tear this out and put it into the new game, we'll make money back from that."
I've thought about this kind of thing actually being built for complicated games. It's effectively like Agile Software Development, but instead of just making specific libraries or instances of the same product, you actually build out games to sell as a partial instance of the product, and then pull back the parts and pieces into your main project.
I could be talking out of my ass though
It seems to be a mostly remote company, so not sure how much the war it self affected them, but the propaganda probably a lot.
The idea itself got some good points, but it would require quite a lot when you tie the sack at the end, since complex games have quite a diverse level of different areas you need to optimize and if you lose a couple of experienced devs during the module building phase (is there a better term for this?) I see the final product having a large chance of being worse then sum of their parts.
Could it work if you had several teams working on the different modules and thus getting it done more quickly minimizing that the sum module would be out of date or knowledge lost, perhaps.
I think this is basically the responsibility of the parent developer. It would take a very high level of Project Lead knowledge and understanding to manage it, and you would actually build out your own architecture to develop multiple games, and you'd have to have very good knowledge documentation on them; but I think that's the better way to build games in the future.
I just don't know that anyone actually does that yet. Frankly, because I think they're all coders and they're not thinking about managing a framework as your own platform to build different games thorough.