Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,045
Tags: Prelude to Darkness; Zero Sum
<a href=http://www.zero-sum.com/>Zero Sum</a>'s CP McBee and his pardner Mat Williams have found some time in their busy internet millionaire schedules to answer <a href=http://www.rpgcodex.com/content.php?id=134>a few questions</a> for us.
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<blockquote><b>9. What have you learned from that experience? What did you do right and what did you do wrong? What would you have done differently today?</b>
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Wow. We would have done a lot of things differently. We probably would have stuck with our original model of creating the mobile games to sustain ourselves without having to always be hunting for financing. Our entire software development process would have been entirely different. We all learned a lot about game development, and software development in general. For programmers who are planning on making a game, make sure to pick up Software Project Survival Guide and Code Complete in order to avoid a lot of the mistakes that we made. Prelude would have been scaled down... a lot. It was an absolutely massive undertaking for such a small, relatively inexperienced group. Everyone at the time told us this, but we didn't listen.
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Yeah, the scope of the project was the biggest thing we got wrong, probably followed closely by not having a real producer or manager and better software engineering. We should have used an existing engine rather than code our own as well. We did do a really good job of scaling the project back at the end and we did work hard and had a team of incredibly talented, creative people. </blockquote>
<a href=http://www.zero-sum.com/>Zero Sum</a>'s CP McBee and his pardner Mat Williams have found some time in their busy internet millionaire schedules to answer <a href=http://www.rpgcodex.com/content.php?id=134>a few questions</a> for us.
<br>
<br>
<blockquote><b>9. What have you learned from that experience? What did you do right and what did you do wrong? What would you have done differently today?</b>
<br>
<br>
Wow. We would have done a lot of things differently. We probably would have stuck with our original model of creating the mobile games to sustain ourselves without having to always be hunting for financing. Our entire software development process would have been entirely different. We all learned a lot about game development, and software development in general. For programmers who are planning on making a game, make sure to pick up Software Project Survival Guide and Code Complete in order to avoid a lot of the mistakes that we made. Prelude would have been scaled down... a lot. It was an absolutely massive undertaking for such a small, relatively inexperienced group. Everyone at the time told us this, but we didn't listen.
<br>
<br>
Yeah, the scope of the project was the biggest thing we got wrong, probably followed closely by not having a real producer or manager and better software engineering. We should have used an existing engine rather than code our own as well. We did do a really good job of scaling the project back at the end and we did work hard and had a team of incredibly talented, creative people. </blockquote>