Dyngo said:
Interesting how experienced game developers never learn how to plan a release?!
I'm no software developer, but I do build and rack servers, install their software and configure them (and no, 85%-90% of them are not windows based), and no matter how many questions you ask, or how much software you install... you still miss something. A missing software package that is needed in order to use another, a configuration option that is overlooked accidentally.
In the software world, where software is being created, and graphics are being pieced together from pencil drawings... there will be setbacks, missing items, things overlooked. These developers can look forward with a sense of "we need 2 years to develop this, and perhaps 6-9 months to piece it together and test it before releasing a beta"... but, they'll stumble and find that missing piece of graphics, or a game engine issue they did not expect. That 2 year plan is now 3, etc etc.
In my world, I plan a server release in three days... and it often spreads into weeks due to oversight, custom configurations that don't work the way they were thought up and intended, etc.
Stuff happens. But, there's different situations too. In my job, I keep the customer informed... "your server needs... <software/configuration> ...", whereas here, Simu can't tell us what they're doing. It'd spoil the game, provide no surprises, and we'd be inundated with information that'd change daily.
The problem in my opinion is that, there is way to little info. We hear "we're working on it still", but there's still nothing to show for it. We have new desktops... mmm yay.
What would stifle my urge for info? *
New Screenshots* This way, I can hypothesize about what's going on in the game, the graphics quality, the neat shiny thingy in the GUI that makes me wonder what it is... or just the fact that... "hey, look... here's part of the world (PS: it may change and you may never see this again)". It's something that'd keep my attention, and the public's.