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How to take 7 years to ship a beta

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51–58 of 58 posts

Re: How to take 7 years to ship a beta

#51
I backed this project some number of years ago on Kickstarter. I had honestly forgotten all about it, and then out of the blue last week: an email announcing that it was released and how to obtain it!

It looks great and plays well (notwithstanding early access); congratulations to the author for shipping at last.

Re: How to take 7 years to ship a beta

#52
post #20

Just 7 years? That's surprisingly short in game development terms, especially where certain examples of vapourware/overly ambitious titles/indie games are concerned. I mean, this guy took 13 years to make his dream game: https://www.youtube.com/watch?v=2b0tSu0QDQ0 Duke Nukem Forever infamously took 15 years to make. And well, as Metacritic shows in this list, 5/6/7 year development times are not too uncommon in gener…

Seven years aren't "surprisingly short" just because there are games which development took even longer.

Re: How to take 7 years to ship a beta

#53
post #9

> So how can you take 7 years to make your game? [...] Simply open up your code editor, download a basic windowing layer like SFML (we aren’t savages and this isn’t handmade hero), and then start writing your resource manager, event system, animation system, physics system (which you’ll ultimately throw out and replace with Box2D), scene manager, GUI code, serialisation framework, build tool-chain, entity-component s…

I have been working on my roguelike for about twenty years. I've never come close to even playing a quarter of the way through it. It's never been anywhere near done.

Third decade’s the charm!

(I’ve been working on an unreleased unusable IDE for a little over ten years, but the end is in sight for me!)

Re: How to take 7 years to ship a beta

#54

Ha, amateurs. The Haiku operating system project is almost seventeen years old and still hasn't shipped a beta. Finding excuses is vital, but it's important to have both excuses for not shipping the beta and excuses for why beta is almost here and there's no need to think the past history of delays bodes ill for the project. Here's a HN comment back in January where the poster says Haiku's beta will be out "this quar…

You know, it's almost as if a project run entirely by volunteers, who have lives outside of it, entirely on their spare time, which fluctuates wildly from week-to-week, meaning that sometimes key developers who were previously available are now suddenly not, makes it anywhere from "difficult" to "functionally impossible" to give accurate date predictions; let alone ship a release...

Re: How to take 7 years to ship a beta

#55
post #30

Ha, amateurs. The Haiku operating system project is almost seventeen years old and still hasn't shipped a beta. Finding excuses is vital, but it's important to have both excuses for not shipping the beta and excuses for why beta is almost here and there's no need to think the past history of delays bodes ill for the project. Here's a HN comment back in January where the poster says Haiku's beta will be out "this quar…

Well, developing an OS is more work than a game That said those working on Haiku suffer from the same NIH syndrome as the article's author but unfortunately all the efforts of the 'pragmatics' one who wanted to reimplement BeOS on top of Linux failed much earlier than Haiku.. New OS are in a bad situation: those build on top of Linux doesn't seemn to attract contributors (I blame personally a lack of imagination: a k…

> but unfortunately all the efforts of the 'pragmatics' one who wanted to reimplement BeOS on top of Linux failed much earlier than Haiku

> New OS are in a bad situation: those build on top of Linux doesn't seemn to attract contributors (I blame personally a lack of imagination: a kernel isn't an OS!)

I think these two statements are, effectively, the same thing. Why have we (Haiku) stayed around so long, and all the others died? Somehow we managed to accumulate enough critical mass to not have heat death. I think the novelty of having a complete system is an attractive one, rather than "just another Linux distribution, why use that?" indeed.

And then, you know, maybe it's possible that what we've been saying this entire time about having a kernel and base system optimized for GUIs instead of just throwing one on top of them might actually be the case. :-p

> but those who use their own kernel are doomed for the lack of drivers..

We're so doomed, I've been able to boot, run, and use Haiku on just about all PCs I've tested it with so far!

But yes, drivers are an issue. An issue we have mostly solved at this point, with the exception of hardware-accelerated OpenGL, but still...

Re: How to take 7 years to ship a beta

#57

Earlier quoted context omitted.

I have been working on my roguelike for about twenty years. I've never come close to even playing a quarter of the way through it. It's never been anywhere near done.

Third decade’s the charm! (I’ve been working on an unreleased unusable IDE for a little over ten years, but the end is in sight for me!)

You kid, but I recently turned 40. After my birthday, I thought it would be useful to come up with a list of goals to reach by 50. Getting my roguelike to 1.0 is high on that list.

Re: How to take 7 years to ship a beta

#58
post #30

Earlier quoted context omitted.

Well, developing an OS is more work than a game That said those working on Haiku suffer from the same NIH syndrome as the article's author but unfortunately all the efforts of the 'pragmatics' one who wanted to reimplement BeOS on top of Linux failed much earlier than Haiku.. New OS are in a bad situation: those build on top of Linux doesn't seemn to attract contributors (I blame personally a lack of imagination: a k…

> but unfortunately all the efforts of the 'pragmatics' one who wanted to reimplement BeOS on top of Linux failed much earlier than Haiku > New OS are in a bad situation: those build on top of Linux doesn't seemn to attract contributors (I blame personally a lack of imagination: a kernel isn't an OS!) I think these two statements are, effectively, the same thing. Why have we (Haiku) stayed around so long, and all the…

Saying that reusing the Linux kernel is the same as being "just another Linux distribution" is the problem: most Linux distributions are just Unix clone: if you create a VMS, a BeOS, a MacOS or Plan9 with a Linux kernel then what you have is a different OS with a Linux kernel not just a Unix clone. Using the Linux kernel doesn't force you to be POSIX compatible (which is a double edged sword: you get a lot of software but you loose your "originality").
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