POV-Ray : Newsgroups : povray.off-topic : Back to the future : Re: Back to the future Server Time
10 Oct 2024 11:20:41 EDT (-0400)
  Re: Back to the future  
From: St 
Date: 7 Aug 2008 18:00:26
Message: <489b707a@news.povray.org>
"Darren New" <dne### [at] sanrrcom> wrote in message 
news:489b5fff$1@news.povray.org...
> St. wrote:
>>    Autonomous? You can do basically what you want with this editor. 
>> Obviously, you need to learn it, but Darren, if I can, you most certainly 
>> can.
>
> I think you're missing the question I'm asking.
>
> I'm asking the equivalent of "how does a company design and manage the 
> creation of a major software project", and you're telling me where to 
> download the compiler from. I'm not asking "how do you get the ideas into 
> the data structure that the map editor lets you manipulate." I'm asking 
> "how does a company creating a large professional game that's going to 
> take years to code go about working out responsibilities between team 
> members."

   Heh, well you didn't say that afaik. ;)

    What do you mean by "years to code"? Once the program has been sorted 
out to be used in the best possible way, the world is your oyster, yes? The 
original program, CE1, (SandBox1) was to do with FarCry, then the next 
program, CE2, (SandBox2) was the editor for Crysis (and they LOOK 
identical). I don't know what happened between these two programs and their 
respective developers, but I think someone probably bought someone out, and 
changed a few things. (Probably the Yerli brothers, and then they allowed 
the new Farcry people to use the 'old' version which will soon be on the 
market as a new version in itself when the FarCry2 editor comes out under a 
different name). Ha! Even though I'm no programmer, imagine receiving that 
program that you can then work on a professional game without any legal 
responsibilities.


>
>>  Want to licence the game? $2mill.(ish)  Heh.
>
> That's kind of what I'm saying, there.  How does one organize things such 
> that $2Mill is a reasonable amount of money to pay?

   I'm not a professional game maker, (and never will be, although I would 
like that challenge for sure), but if it was me, I would do as I've already 
described - hire people that are good at what they do best and just get on 
with it, and *hope* for the best. It's a tough world in the games industry, 
and to be honest, Crysis didn't do as well as it should have. Mistakes were 
made about high-end computers and performance. People bought and made their 
own high end comps just to play Crysis only to find that they couldn't as 
expected, (which is weird, because I can on my low end machine). Go figure. 
;)

   ~Steve~


>
> -- 
> Darren New / San Diego, CA, USA (PST)
>  Ever notice how people in a zombie movie never already know how to
>  kill zombies? Ask 100 random people in America how to kill someone
>  who has reanimated from the dead in a secret viral weapons lab,
>  and how many do you think already know you need a head-shot?


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