Here 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 done, there is no way back. We tried, we failed”
81–90 of 392 posts
Re: “It’s done, there is no way back. We tried, we failed”
#82Earlier quoted context omitted.
> Since the regular salary is $24k Where did you take this number from? Try at least, the bare minimum, double that in Western Europe for anyone calling themselves a game developer
Lol. I work as a programmer in one of the largest studios in the UK and make $30k/year. Games industry is brutal with wages.
Re: “It’s done, there is no way back. We tried, we failed”
#83I 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…
What does "AAA Game" mean anyway? I'm a bit lost on the definition. Wikipedia says: > In the video game industry, AAA (pronounced "triple A") is a classification term used for games with the highest development budgets and levels of promotion. A title considered to be AAA is therefore expected to be a high quality game and to be among the year's bestsellers. By definition, a budget of $75k + 6-10 people wont make an…
Re: “It’s done, there is no way back. We tried, we failed”
#84Re: “It’s done, there is no way back. We tried, we failed”
#85Earlier quoted context omitted.
I'm glad public money is spent on this. 60k is nothing on the scale of public money and is certainly peanuts when it comes to game budgets. And honestly, while it didn't sell well (and the market certainly is tough right now), the game in itself is not bad. It lacks polish and would have benefitted from a bigger budget but it's not a bad showing. Tale of Tales is another example of a studio who produced some very int…
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For comparison, €60000 buys about 40cm = 0.0004km of highway.
Re: “It’s done, there is no way back. We tried, we failed”
#86Earlier quoted context omitted.
Issues with estimating, particularly something like this, mostly comes down to meta-ignorance: you don't know what you don't know. Given a particular problem of a similar sort to something he's worked on, an experienced engineer will be able to list 10 different issues that might crop up. An inexperienced engineer won't know of those potential problems and will just see the most optimistic path possible. When you're…
I like that term 'meta ignorance'. It is important to realize that ignorance isn't "bad" it can be fixed by learning, but its good to know that you have it so you can start fixing it. The other aspect of this that I see, even in seasoned engineers, is the 'presumption of simplicity'. Some things look really simple, but inside they are actually quite complicated. A smart phone is just a screen, a computer, a battery a…
In the parlance of Mr. Rumsfeld, you can learn from the known unknowns, but often you don't even discover the unknown unknowns (the "meta-ignorance") until it's too late.
Re: “It’s done, there is no way back. We tried, we failed”
#87From TA: "What about our Kickstarter backers? The people that believed in us from the beginning? People we made promises too. People we have let down. Even worse… people we will not be able to give the full rewards they invested in. The crazy thing is, that we have most of the rewards ready for postage. All the backer stickers and letters of enlistment just need a stamp. All the poster sets printed, signed and ready.…
Re: “It’s done, there is no way back. We tried, we failed”
#88I 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”
#89Earlier quoted context omitted.
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.
Since you didn't back it back then, you can now buy it immediately on Steam. It looks like a functional game, and not a failed project.
With the bankruptcy, it's questionable where purchases of this will go to, so you might want to keep an eye on the game's Steam forum.
(There was another game, the name of which escapes me, that had a similar issue, with it getting sold cheap, and the money wasn't going to the creators. I think it was this year's Steam sales, if anyone else recalls the game.)
Re: “It’s done, there is no way back. We tried, we failed”
#90I 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…
(Fun anecdote: I'm from Russia and I didn't know English when I was a child. I had no idea what "save game" means so I started Crash Bandicoot 3 from scratch every time. Imagine my surprise when I realized how saving works.)