"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 done, there is no way back. We tried, we failed”
11–20 of 392 posts
Re: “It’s done, there is no way back. We tried, we failed”
#12"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?
This is harder that our case because it involves gameplay, so there were some naiveté from their part but I can see how from an abstract perspective it can be understimated.
Re: “It’s done, there is no way back. We tried, we failed”
#13Re: “It’s done, there is no way back. We tried, we failed”
#14I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When 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 an…
Re: “It’s done, there is no way back. We tried, we failed”
#15I haven't played the game and I see the reviews are "mixed" on steam but looking at the video they certainly did an amazing job for such a small team. Of course at the end of the day it has to be a good game but they should still be really proud about how far they got. I hope they try again and apply whatever lessons they learned
Re: “It’s done, there is no way back. We tried, we failed”
#16"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?
Bit off more than they could chew? Didn't have an extensive background in game building? Perhaps they just never built a 3D game before? 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…
Jumping over fences, AIs chasing over 3d terrains, making sure people don't get stuck in random stuff. Everything needs weird edge-case stuff that's not in a generic physics engine.
Perhaps they should've first made a 3d game with 2d physics, those games look great and the overhead is much more manageable. But hindsight is 20/20 and from what I've gathered they actually got really close to a great game.
Re: “It’s done, there is no way back. We tried, we failed”
#17I haven't played the game and I see the reviews are "mixed" on steam but looking at the video they certainly did an amazing job for such a small team. Of course at the end of the day it has to be a good game but they should still be really proud about how far they got. I hope they try again and apply whatever lessons they learned
[deleted]
Re: “It’s done, there is no way back. We tried, we failed”
#18Re: “It’s done, there is no way back. We tried, we failed”
#19Here 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.
Really? That's what you're posting when a group of talented artists see their dream shattered?
Re: “It’s done, there is no way back. We tried, we failed”
#20I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When 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 an…