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“It’s done, there is no way back. We tried, we failed”

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351–360 of 392 posts

Re: “It’s done, there is no way back. We tried, we failed”

#351
post #183

> I guess our public silence the last few months already said a lot. While I can personally understand this reaction to having trouble, it's not healthy nor is it fair to cease communication in this way. A lot of promising projects announce difficulties by falling silent, including Limit Theory , which I was looking forward to seeing realized some day. Maybe crowdfunded projects need to shift to a mindset where it's…

I didn't fund Limit Theory, but I've been following it because it does look cool. You may have missed it, but the developer recently resurfaced. Hopefully he'll get things back on track... http://forums.ltheory.com/viewtopic.php?f=11&t=4492

Thanks for sharing. I funded Limit Theory and by now had brushed it off as a failure. Glad to see some light coming from there, the project is really cool.

Re: “It’s done, there is no way back. We tried, we failed”

#352

Earlier quoted context omitted.

I think that the longer I've worked as a developer, the more inclined I am to be a pessimist. Sometimes projects look so freaking easy but then you realize you've just spent 3 weeks working on one feature out of a dozen and you're about to hit your first deadline. I definitely do the "manager doubling" when it comes to estimates. If I think it'll take a month, I estimate 2 months to my boss. If I have to report sever…

> I definitely do the "manager doubling" when it comes to estimates. If I think it'll take a month, I estimate 2 months to my boss. If I have to report several levels up, I multiply by 2 for every level. Hah, I like this. Every level up that sees it is also a potential for more scope creep, as each person will have their own vision of what's being produced. One of my favorite estimating guidelines from a mentor was t…

The most common time the 8 hours policy breaks down (insert rage face here) is when going bug hunting on non straight forward bugs. I just got out of a 5 day bug hunt where the fix was literally changing a 10 to 40 (so, 1 character change). The debugging process to realise this was painstaking elimination of possible causes. I eventually stumbled on the root cause by mistake when I out of frustration just switched an unrelated boolean flag to see if I could get a laugh out of what happened next. These tasks can really screw up an entire dead line. I have a policy on those which is two steps:

1) Daily report in the morning SCRUM style of what was tried, and what's going to be tried next. 2) After a full working week, reassess everything and try and understand where you are going with this.

Rinse and repeat. Basically the estimate is set at 5 full working days whenever you work on an obscure problem. But it's not a hard deadline. It's just a hope that it'll work out by then and a mild mental aid of giving something to work towards.

Re: “It’s done, there is no way back. We tried, we failed”

#353

"I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong!" "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.[1][2][3][4]" https://en.wikipedia.org/wiki/AAA_(video_game_industry) It should be obvious from this definition of an AAA game that 6-10 people in a…

The quote says "looked and felt AAA". The definition may preclude the game from 'being AAA' but not looking like and feeling like a AAA game, whatever that means in the first place.

Re: “It’s done, there is no way back. We tried, we failed”

#354
post #304

Earlier quoted context omitted.

Seattle, Washington. Fresh out of school (with a master's), and 120k base before bonuses/stock. And I have the lowest compensation out of all my friends who graduated with me...

Congrats to you and your friends, but that's nowhere near the average (50th percentile) case. Out of my friends that graduated with me, in the set of {Google, Microsoft, Amazon, General Dynamics, AMD, Intel} employers, no-one, and I mean no one made above 90k starting. These people all graduated Suma Cum Laude (>3.96), with >3 years experience on average through internships. No one should ever assume their counterpar…

You must only be counting base? With bonuses and RSU grants (counting only what vests the first year) Google definitely pays better than 90k for new grad software engineers.

Re: “It’s done, there is no way back. We tried, we failed”

#355

I 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…

After reading the Mythical Man Month, I derived an estimation scheme that was something like this:

1. I know this, I have done it before in this codebase. Estimate is accurate, multiply by 2 to account for watercooler talk, documentation, and other non coding work. 2. I know this codebase, I have a pretty good idea of what to do, how, and where. I have walked trough the code and can't identify any major roadblocks. Multiply by 5 3. I don't have an honest idea. Multiply by 20, and make it clear that it's a guesstimate at best. Usually a better estimate can be given after working on it some time.

It's still off more than I like.

Re: “It’s done, there is no way back. We tried, we failed”

#356
post #337

Earlier quoted context omitted.

I'd argue that The Sims 1 was an AAA game (in that it became the best selling PC game of all time) BECAUSE it ran on last year's hardware, used software rendering, and didn't require a 3D graphics accelerator, so a lot more people were able to play it (like little brothers and sisters who inherited their older sibling's computer when they got upgraded).

Sims 1 wasn't a great achievement in graphics, it was a great achievement in design and gameplay.

Very true. The simple graphics also made it possible for many players to create their own content with less complicated tools like Photoshop + Transmogrifier instead of advanced tools like Maya, which also contributed to its success.

Minecraft was also a great achievement in terms of game design and gameplay, yet had simple graphics, and consequently was easily moddable, which greatly contributed to its popularity and success. But is was considered "AAA" when it was released, and is it considered "AAA" now that Microsoft bought it (even though it's essentially the same game)?

So how important do you think fancy graphics are to the definition of an "AAA" title, versus accessibility (in terms of how many people can play it because of its lower hardware requirements, and how many people can mod it because of its graphical simplicity)? And how important are game design, gameplay, popularity, making money and other issues like moddability to the definition of an "AAA" title?

Another way for a game to achieve easy (but more limited) moddability without limiting its graphical complexity is to support advanced built-in tools for user created content (like Spore for example, which has advanced built-in specialized tools as opposed to supporting simple generic third party tools).

Subsequent versions of The Sims had much fancier graphics, and much more advanced built-in content creation tools (like create-a-sim), but that made it harder to create content outside of the game (because objects were 3D meshes instead of 2.5D sprites, and texture maps for character meshes were not nearly as simple).

The original Sims 1 team (which I worked on) only had four core programmers, but it was developed over many years before the point that EA bought Maxis and put more people on shipping it. So The Sims 2, 3 and 4 were much more typically AAA-ish, and had vastly larger teams working on them. (The Sims Studio became one of four major sub-divisions of EA.)

I think small indie teams would be better off focusing on game design and gameplay instead of fancy graphics.

Re: “It’s done, there is no way back. We tried, we failed”

#357
post #85

Earlier quoted context omitted.

Do you realize that while it wasn't successful, they did actually make a game? http://store.steampowered.com/app/281940/ For comparison, €60000 buys about 40cm = 0.0004km of highway.

Highways in America can cost $4M per mile, at that rate $60k gets you 80ft. I assume that in Europe the costs are not two orders of magnitude higher?

When they built 7km of the A4 highway in the Netherlands it ended up costing about 900 million euros, so that's what I based the numbers on. Not sure what's causing the massive difference. Maybe the 4 million dollars is per lane? Maybe a different construction technique? Cost of lights, safety rails, etc.? Dry soil vs wet soil? Maybe urban vs rural? Bridges? Bridges are insanely expensive, an 800 meter bridge ended up costing 1.2 billion euros.

Re: “It’s done, there is no way back. We tried, we failed”

#358

Earlier quoted context omitted.

What's frightening is the variability of daily productivity. Some days everything comes out the first time, you're using the right framework and you finish 20% of the project with 10 lines of code. Other days, you lose hours chasing down a bug from a single typo, or debugging an obscure corner case incompatibility between two libraries. And there's no sure way of telling what kind of day you'll get next.

This is almost correct - I think if you work all the time to keep it simple, the days of badness are fewer

Then the first derivative comes into play: some days you manage to keep it simple, other days you overcomplicate things. And there's no sure way of telling what kind of day you'll get next.

This tends to affect future work rather than the current sprint.

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