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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
Uploads: 0
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A Question For Big Time Modders
What are the obstacles that prevent a group of modders like the GWX team to prodduce a game from the ground up?
1.- Technical obstacles? 2.- Financial resources? 3.- Other problems?
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#2 |
Pacific Aces Dev Team
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Programming, programming and programming.
Finding someone to do textures and models is not that difficult, but good programmers skilled enough to write a simulator are scarce, and normally not interested in spending their free time in the same thing they do on their daily jobs. Also, any decent commercial game has several programmers, not just one. Add that to the time limitations, and you get the picture: Developing a stable, bug-free, reasonably good simulator can take .... ages. Still, if you are about to rely on that to get a decent sim, your best choices as of today are Imperial U-Flotilla (WW1) and Danger from the Deep (WW2). Both in alpha or prealpha status, and already developing for a long time. ![]()
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One day I will return to sea ... |
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#3 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Programming, time and resources
If we had the devs tools when doing GWX would have been a lot easier but starting from scratch and creating own code and software would take forever |
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#4 |
Chief
![]() Join Date: May 2005
Location: Germany
Posts: 327
Downloads: 16
Uploads: 0
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People massively underestimate the time and ressources you need to actually create a pc game nowadays. Creating textures, 3d models and modifying config files is NOTHING compared to the task of actual game development.
Just look at the number of indie titles built from scratch that actually rival the quality of games of big publishers. You won't find a lot. |
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#5 |
The Old Man
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wowow, wait a sec... You mean GWX actually went inside the core code? What programming skill do you need to change config files? I thought the main victory of the GWX team was to circumvent the hard code and implement new features plus rework the campaigns, sensors and above all, TEST it all again and again and again.
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#6 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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I said IF we had the devs tools would have been a lot easier But we didnt Which is why it wasnt so quick or simples |
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#7 |
Canadian Wolf
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This was has been posted here before, never played it so I am not sure what the experience is like.
http://dangerdeep.sourceforge.net/ But it looks like the project is still going. Have a look at some of the screens: http://dangerdeep.sourceforge.net/gallery/ |
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#8 |
Commander
![]() Join Date: Jun 2007
Location: Uruguay
Posts: 453
Downloads: 196
Uploads: 4
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Seems that making a good 3d engine is the hard part.
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#9 | |
The Old Man
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#10 | |
Samurai Navy
![]() Join Date: Jul 2006
Location: The Netherlands
Posts: 556
Downloads: 113
Uploads: 1
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#11 | |
Samurai Navy
![]() Join Date: Feb 2006
Location: New Jersey
Posts: 565
Downloads: 0
Uploads: 0
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Most of these guys have jobs, so multiply that. It's just not possible for a group of guys to build a game like this without funding. It costs a fortune and takes a looooooonnnnggg time. |
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#12 | |
Samurai Navy
![]() Join Date: Jul 2006
Location: The Netherlands
Posts: 556
Downloads: 113
Uploads: 1
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I think SH5 is going the same way, where SH3 is the best for us, the hardcore will stick on it, and the newbies go for the grapics, and quit playing after a few months. UBI cares less, since they are a Stockholder Satistfy Company and not a developper. $$ is all what counts, and publishing some games is just a way to get it. If UBI could satisfy the stockholders by making painted eggs, then they would that.. all for the money these days. If the dev's really liked SH series, they better publish on their own or find a smaller publisher, like Bohemia did, and make a qualit sim. |
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#13 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
Uploads: 0
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If money wasn't an issue, I wonder how much it would cost.
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#14 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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read my thoughts? THIEF!!!
![]() i think this is a very nice idea. but money is missing, as you need some really talented coders and graphic experts. if you plan to develop a game, which is going to be sold (which is a need, as nobody wants to spend so much time in a project, that is for free) you need a lot of expensive licenses for usable frameworks, an 3d engine and software. you also need a good management and if you plan to set up a virtual working platform, where people from all over the world can work with, you need to code this too, i think. so hitmans right. most work consists of coding. and coders want to be paid... ![]()
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#15 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
Uploads: 0
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If you are going to sell it you will need plenty of time from a lawyer as well. I know this from experience.
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