Name
Cipher
So the lesson is that programmer is important? Didn't countries like India and Poland grow them like potatoes? Why would so many KS games run into programming problems? ( you can add Hero-U to the list of restarting from scratch)
It is much harder to evaluate a programmer's work when you cannot code than it is for an artist work when you cannot draw.So the lesson is that programmer is important? Didn't countries like India and Poland grow them like potatoes? Why would so many KS games run into programming problems? ( you can add Hero-U to the list of restarting from scratch)
So the lesson is that programmer is important? Didn't countries like India and Poland grow them like potatoes? Why would so many KS games run into programming problems? ( you can add Hero-U to the list of restarting from scratch)
I love generalizations for about 1+ billion people
In a week...I love generalizations for about 1+ billion people
Hello, welcome to the Codex. This place is like that. Do you have access to General Discussion yet? Or the Politics forum?
Fixed there for youSo the lesson is that programmer is important? Didn't countries like India and Poland grow them like potatoes? Why would so many KS games run into programming problems? ( you can add Hero-U to the list of restarting from scratch)
Most of the programmersin third worldare doing business oriented stuff since it usually pays better and is way more stable than doing games.
So the lesson is that programmer is important? Didn't countries like India and Poland grow them like potatoes? Why would so many KS games run into programming problems? ( you can add Hero-U to the list of restarting from scratch)
One of the notable exceptions would be xenonauts, but according to the post mortem, it was quite a struggle to get the programming done, and they had a budget that would dwarf anything you can reasonably ask today on KS.So the lesson is that programmer is important? Didn't countries like India and Poland grow them like potatoes? Why would so many KS games run into programming problems? ( you can add Hero-U to the list of restarting from scratch)
Well, most KS games are a bunch of programmers/artists/designers making a game. TWS was started by a programmer and an ideas/business guy, where the programmer does most of the game design work. They lacked artistic skills, and that's what they outsourced. If they also had to outsource programming, the cost would be prohibitive.
Also, when you outsource you need very specific requirements and the odds of finding outsourced labor proficient at game programming, at an affordable rate, are not good. Outsourcing an HTML5-based game is probably the best you'll manage, but managing outsourced development is really difficult and not for the faint of heart. Even large studios and huge software corporations regularly mess up at this. For anything complex or innovative, it's not a money saver - it's primarily a way to increase development throughput. Hiring or contracting a local developer, even in high income countries, is more cost-effective and less risky. It's also more expensive than most KS projects can afford.
As for you question of why so many KS games fail when it comes to programming: Programming is generally difficult. Game programming even more so. If an artist is bad, the rest of the team can see this very early on. A programmer who is bad, or even just struggling, can use shortcuts and hacks early on, and create what looks like viable progress. Also, programming becomes harder the more the requirements change. Indie games, and KS game especially, are notorious for scope/feature creep and design changes.
TL;DR
1) Outsourcing the programming of an indie game is not an option in the vast majority of cases, for practical and financial reasons.
2) Game programming is really difficult and most programmers vastly overestimate their own abilities and underestimate the time needed. Especially those who've never made a game before.
Well, the business guy is doing a great job because the art they have procured for this is fantastic.
One of the notable exceptions would be xenonauts, but according to the post mortem, it was quite a struggle to get the programming done, and they had a budget that would dwarf anything you can reasonably ask today on KS.So the lesson is that programmer is important? Didn't countries like India and Poland grow them like potatoes? Why would so many KS games run into programming problems? ( you can add Hero-U to the list of restarting from scratch)
Well, most KS games are a bunch of programmers/artists/designers making a game. TWS was started by a programmer and an ideas/business guy, where the programmer does most of the game design work. They lacked artistic skills, and that's what they outsourced. If they also had to outsource programming, the cost would be prohibitive.
Also, when you outsource you need very specific requirements and the odds of finding outsourced labor proficient at game programming, at an affordable rate, are not good. Outsourcing an HTML5-based game is probably the best you'll manage, but managing outsourced development is really difficult and not for the faint of heart. Even large studios and huge software corporations regularly mess up at this. For anything complex or innovative, it's not a money saver - it's primarily a way to increase development throughput. Hiring or contracting a local developer, even in high income countries, is more cost-effective and less risky. It's also more expensive than most KS projects can afford.
As for you question of why so many KS games fail when it comes to programming: Programming is generally difficult. Game programming even more so. If an artist is bad, the rest of the team can see this very early on. A programmer who is bad, or even just struggling, can use shortcuts and hacks early on, and create what looks like viable progress. Also, programming becomes harder the more the requirements change. Indie games, and KS game especially, are notorious for scope/feature creep and design changes.
TL;DR
1) Outsourcing the programming of an indie game is not an option in the vast majority of cases, for practical and financial reasons.
2) Game programming is really difficult and most programmers vastly overestimate their own abilities and underestimate the time needed. Especially those who've never made a game before.
Or did I mix it up with something else, Goldhawk?
On the PoE team, they made all their coders lift with Avellone because STR is so important for spell-casting.And what's even more confusing for a non-programmer - on a small team you need a different skill set from your programmers than on large team. Programmer skill is not a single axis, and productivity, responsibility and a generalist mindset is much more valuable if you only have a single programmer.
A lot of programmers are completely incapable of working without technical supervision - I've worked with incredibly gifted people, who if left to their own devices would never finish anything, and be completely unaware of this fact. However, if managed well, their gifts can be a tremendous asset to a project.
There's also the tendency among many programmers to choose the interesting and risky solution over the boring and safe solution. That's good for keeping motivation up, but can also lead to a buggy, delayed mess.
Programmers are wizards in a way - but with an unknown level and class. A programmer might be a necromancer, piecing together code golems from scraps found on the internet; a wild mage who can deliver code faster than anyone, at the cost of random weirdness popping up all the time; a scholarly sort more apt at talking about code than actually writing it - or even an illusionist, whose creations are phantasms and have no real effect. And what's worse, these wizards have no idea how much mana they have and how much mana their spells cost.
Working with a wizard you have seen in action previously is a lot safer than venturing into the depths with some guy you hired for cheap at the inn because he had the wizard look down and did some flashy pyrotechnics to impress you.
I think it's more probable that I will be ignored from a large amount of nazi scum than anything else
It's MIGHT. And it's objectively better because of its linear scaling.On the PoE team, they made all their coders lift with Avellone because STR is so important for spell-casting.And what's even more confusing for a non-programmer - on a small team you need a different skill set from your programmers than on large team. Programmer skill is not a single axis, and productivity, responsibility and a generalist mindset is much more valuable if you only have a single programmer.
A lot of programmers are completely incapable of working without technical supervision - I've worked with incredibly gifted people, who if left to their own devices would never finish anything, and be completely unaware of this fact. However, if managed well, their gifts can be a tremendous asset to a project.
There's also the tendency among many programmers to choose the interesting and risky solution over the boring and safe solution. That's good for keeping motivation up, but can also lead to a buggy, delayed mess.
Programmers are wizards in a way - but with an unknown level and class. A programmer might be a necromancer, piecing together code golems from scraps found on the internet; a wild mage who can deliver code faster than anyone, at the cost of random weirdness popping up all the time; a scholarly sort more apt at talking about code than actually writing it - or even an illusionist, whose creations are phantasms and have no real effect. And what's worse, these wizards have no idea how much mana they have and how much mana their spells cost.
Working with a wizard you have seen in action previously is a lot safer than venturing into the depths with some guy you hired for cheap at the inn because he had the wizard look down and did some flashy pyrotechnics to impress you.
And what's even more confusing for a non-programmer - on a small team you need a different skill set from your programmers than on large team. Programmer skill is not a single axis, and productivity, responsibility and a generalist mindset is much more valuable if you only have a single programmer.
A lot of programmers are completely incapable of working without technical supervision - I've worked with incredibly gifted people, who if left to their own devices would never finish anything, and be completely unaware of this fact. However, if managed well, their gifts can be a tremendous asset to a project.
There's also the tendency among many programmers to choose the interesting and risky solution over the boring and safe solution. That's good for keeping motivation up, but can also lead to a buggy, delayed mess.
Programmers are wizards in a way - but with an unknown level and class. A programmer might be a necromancer, piecing together code golems from scraps found on the internet; a wild mage who can deliver code faster than anyone, at the cost of random weirdness popping up all the time; a scholarly sort more apt at talking about code than actually writing it - or even an illusionist, whose creations are phantasms and have no real effect. And what's worse, these wizards have no idea how much mana they have and how much mana their spells cost.
Working with a wizard you have seen in action previously is a lot safer than venturing into the depths with some guy you hired for cheap at the inn because he had the wizard look down and did some flashy pyrotechnics to impress you.