Are any of you interest in being part of a coding sub-community of GGG+ One of the things I enjoy most about G+ and the communities that formed around Elite Dangerous has been the gathering of personalities that seem to share a lot of hobbies and interests. Many walks of life and philosophies interested in overlapping topics like music, tv, movies, humour, food, wine, etc. One of my hobbies has always been coding. The past is littered with 100's of started projects and abandoned code. Clearly, I haven't been an 'completionist' or 'achievement unlocked' kind of person in this regard. I guess in my case, I was not able to sustain that level of drive and enthusiasm for most of those pet projects. With Unity, I've found a system that allows me to express my gameplay idle thoughts as something tangible and I've started watching tutorials and putting objects on the screen and animating them. The results have been quick and rewarding and I'm starting t...
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It's also reassuring. It's nice to see that they've come through the storm and are still looking strong, with skilled and dedicated staff. I just hope for them and all the backers they can pull this off. I've always been a fan of space Sims, and between this and elite I'm a happy chappy :) and I little part of me is glad at the delays, as it's allowed me to get on with elite. Think I'd be overloaded if both released at the same time haha.
Or in other words : exactly like any other company that's growing too fast too soon without anyone willing to hit the brakes ...
Add to this the use of outsourcing and you've got a ton of trouble without even trying to sink the ship.
I think the biggest issue for SC is it wanting to do 'everything'.
I wouldn't be surprised if they would switch engines and had to rewrite the core game at this point ...
so why did they focus almost exclusively on multiplayer features in their last big demo ?
Heck, half the mission wouldn't have been playable (or fun) if they hadn't used humans to play the opponents in that demo ...
Ian Stoffberg they are doing pretty much everything at once. That's why they're having so many problems. I'd argue that by focussing on a single aspect they would have shipped a viable game by now ...
Different studios do different things. The issue this article talks about was the fact the biggest studio, working on the campaign, kept getting more stuff added to their workload by others.
If constant reminders about how two players were in the same ship and location isn't "focussing on multiplayer" then I don't know what is.
Add to this that practically all encounters were humans instead of AI ...
Even the mission itself was ridiculously complicated for a simple fetch quest, but then making systems needlessly complex is what SC has been doing since day 1.