“It’s done, there is no way back. We tried, we failed”
kickstarter.com
“It’s done, there is no way back. We tried, we failed”
1–10 of 392 posts
Re: “It’s done, there is no way back. We tried, we failed”
#2http://store.steampowered.com/app/281940/
Remind me of Alice, which had some beautiful levels.
Re: “It’s done, there is no way back. We tried, we failed”
#3Not to pile on, but this was very surprising to me... how could you not know that this would have a major impact?
Re: “It’s done, there is no way back. We tried, we failed”
#4Re: “It’s done, there is no way back. We tried, we failed”
#5Here is the steam page. http://store.steampowered.com/app/281940/ Remind me of Alice, which had some beautiful levels. http://store.steampowered.com/app/19680/
I suppose I should count myself fortunate that I didn't Kickstart Woolfe.
Seeing these failed projects is grim reminder that just because you back something doesn't mean it will be delivered.
Re: “It’s done, there is no way back. We tried, we failed”
#6Here is the steam page. http://store.steampowered.com/app/281940/ Remind me of Alice, which had some beautiful levels. http://store.steampowered.com/app/19680/
It's a real shame, since I was really looking forward to this game! I suppose I should count myself fortunate that I didn't Kickstart Woolfe. Seeing these failed projects is grim reminder that just because you back something doesn't mean it will be delivered.
Re: “It’s done, there is no way back. We tried, we failed”
#7"But changing gameplay from 2D to 3D had a major impact on overall development cost (we found out a little too late)" Not to pile on, but this was very surprising to me... how could you not know that this would have a major impact?
The author explained more or less. Inexperience.
Re: “It’s done, there is no way back. We tried, we failed”
#8"But changing gameplay from 2D to 3D had a major impact on overall development cost (we found out a little too late)" Not to pile on, but this was very surprising to me... how could you not know that this would have a major impact?
It's kind of like when some of the first 3D games came out, modelers would model a brick then build a wall out of them, instead of just modeling a brick wall other ways, like putting a brick texture on a regular wall. They probably just couldn't come up with a good way to 'cheat' 3D collision detection that worked for them. Approximating is a huge part of game algorithms even with the power of today's hardware.
Re: “It’s done, there is no way back. We tried, we failed”
#9I hope they try again and apply whatever lessons they learned
Re: “It’s done, there is no way back. We tried, we failed”
#10When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago.
I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one and increase the unit: 1 week = 2 months; 2 months = 3 years; 3 years = you're doomed".
For a less anecdotal version, read The Mythical Man Month. (The factor he arrives at is 9.)