sabotai
06-20-2003, 01:47 PM
Not sure if anyone would find this interesting at all, but I thought I'd post it since I know there are several people here who play Rise of Nations.
I just got the July issue of Game Developer magazine and they had an article of the game.
Number of Full Time Developers: 26
Number of Contractors: 16
Length of Developement: 3 years
Developement Software used:
Boundschecker, Altova XMLSpy, Araxis Merge, MacroExpress,
PCLint, 3DS Max, Character Studio, MS Developer Suite 6.0,
Perforce Source Control, Xoreax Incredibuild, Visual Assist,
Workspace Whiz, Alexsys Team, Adobe Photoshop,
Adobe Premiere, Intel VTune
Project Size:
*.C, *.CPP, *.H :
1,721 total source files
837,939 total lines
24,610,233 total bytes
*.BHS :
46 total files
24,330 total lines
966,289 total bytes
Here is a list of things they said went right and what went wrong (just to note, these are basically from Brian Reynolds, president of Big Huge Games)
(another note, some of you may not understand some of these. I'm not going to rewrite the whole article. :) Also, these are more of a business what went right and wrong and not a game what went right and wrong, if that makes any sense)
What Went Right:
1) Prototype method of game design
2) Choosing the right publisher
3) Disciplined hiring process
4) Developing powerful in-house tools
5) Great third-party productivity tools
What Went Wrong:
1) Not listening to all the other Postmortems ever printed in Game Developer (Postmortem is the title of the series of articles done on games)
2) No clear idea of the kind of game we were making (I'm sure A agrees with this one. :) )
3) Hard time finding the look from the art perspective
4) Solo scenario meltdown (Reynolds talks about how their first design for the solo-scenario died a horrible death and that they had to redo it)
5) Refusal to acknowledge the true state of the game in the final months (Reynolds talks about how they pushed themsevles too hard to fix bugs in the final months. He called it the "death march" that just drained his team completely)
I hope this interested at least one person. :)
I just got the July issue of Game Developer magazine and they had an article of the game.
Number of Full Time Developers: 26
Number of Contractors: 16
Length of Developement: 3 years
Developement Software used:
Boundschecker, Altova XMLSpy, Araxis Merge, MacroExpress,
PCLint, 3DS Max, Character Studio, MS Developer Suite 6.0,
Perforce Source Control, Xoreax Incredibuild, Visual Assist,
Workspace Whiz, Alexsys Team, Adobe Photoshop,
Adobe Premiere, Intel VTune
Project Size:
*.C, *.CPP, *.H :
1,721 total source files
837,939 total lines
24,610,233 total bytes
*.BHS :
46 total files
24,330 total lines
966,289 total bytes
Here is a list of things they said went right and what went wrong (just to note, these are basically from Brian Reynolds, president of Big Huge Games)
(another note, some of you may not understand some of these. I'm not going to rewrite the whole article. :) Also, these are more of a business what went right and wrong and not a game what went right and wrong, if that makes any sense)
What Went Right:
1) Prototype method of game design
2) Choosing the right publisher
3) Disciplined hiring process
4) Developing powerful in-house tools
5) Great third-party productivity tools
What Went Wrong:
1) Not listening to all the other Postmortems ever printed in Game Developer (Postmortem is the title of the series of articles done on games)
2) No clear idea of the kind of game we were making (I'm sure A agrees with this one. :) )
3) Hard time finding the look from the art perspective
4) Solo scenario meltdown (Reynolds talks about how their first design for the solo-scenario died a horrible death and that they had to redo it)
5) Refusal to acknowledge the true state of the game in the final months (Reynolds talks about how they pushed themsevles too hard to fix bugs in the final months. He called it the "death march" that just drained his team completely)
I hope this interested at least one person. :)