just what you’ve been waiting for, another MOO3 thread!
http://www.gamespy.com/gdc2003/moo3/
is it just me or are they getting “lotsa cool stuff” mixed up with “unnecessary complexity.”
and is the changing of AI and not testing it a common thing?
just what you’ve been waiting for, another MOO3 thread!
http://www.gamespy.com/gdc2003/moo3/
is it just me or are they getting “lotsa cool stuff” mixed up with “unnecessary complexity.”
and is the changing of AI and not testing it a common thing?
Is it jusy my viewing of the article or is this what showed up halfway down that first page:
[size=4]What Went Right [/size]
.
.
.…[pin drop]plink[/pin drop]…
.
.
.
.
.
.
I wish I could figure out why articles of this kind are called “after death”…
It’s programmer slang. There’s a phrase “post mortem debugging” that means you’re trying to debug a program after it has crashed (i.e. “died”), using the core dump that Unix would write out. I figure it was insider humor to use the same term for a game that has been released…
I’m not sure I understand. If the game compiles, that means it’s ready to ship right? That’s what we always do. It’s the responsibility of the compiler to find and fix bugs isn’t it?..
No, that’s your USERS’ responsibility.
Touche! ;)
We had a 400-500 page design document
Well, no wonder.
We went from 110 user interface screens to 20
no one took ownership of the project
We never had a formal pre-production process.
Nelson said that one person needed to be in charge of the design vision, but no one ever took that lead.
Part of the player frustration is there isn’t an effective feedback system," Hoseley said. "A lot of the stuff that goes on with diplomacy is really cool if you understand what is happening.
We didn’t have a chance to do due diligence to see if other things were broken because we didn’t have time to test it fully
We released a lot of information in the beginning. Probably more than many developers do throughout the course of a project," Nelson said. "Unfortunately we had to cut that back when we got behind and needed to work on other things.
:shock:
Holy screamin Jebus.
This is a poster child for what happens when you create a project without vision and design.
The cow goes… MOO!
It’s easy to cut things down to 20 UI screens from 110 if you simply include a bunch of sliding panels and not count them as screens…
Based on the crap this game went through, the completely amateurish and muddlehead “design”, and general BULLSHIT this game should have never been released at all, period.
Only the fact that it has a MOO3 title slapped on the boxes ensured that it did.
Holy cats, what an abortion of Diakatana proportions…
“We are glad people are getting over the learning curve,” Hoseley said. “Ideally we could have used two more years on the project to do it right, but that wasn’t going to happen. In the end, I think we had a good game considering how it all started out.”
Yep a couple of more years should do it. LOL!
I won’t be touching this turkey with a 10 foot barge pole.
Well, with GalCiv coming out soon, should we care? ;)
Aren’t you getting a preview copy? I would say you should excuse yourself from any discussions on ‘holding out’ for GalCiv!
Aren’t you getting a preview copy? I would say you should excuse yourself from any discussions on ‘holding out’ for GalCiv![/quote]
Actually the preview copy I was sent was so outdated that we scrapped it. I’m hoping to get a final review copy :)
Some one posted this over at the OrionSector and I was wondering what you guys thought about it. It’s old, some of you have probably seen it…
http://www.gamespy.com/cynic/march02/amb/
It seems to me that Moo3 fits right in here.
Brian, drop me a line ([email protected]) and I’ll get you a final copy.
Also, another bad review for Moo3.
http://www.techtv.com/extendedplay/reviews/story/0,24330,3419660,00.html
I like the opener…
That’s just crazy. It can’t be all that bad. The game scored a 6.7 on Gamespot and a 9.2 on IGN. IGN should probably include it as a contender for GOTY with that score!
Unfortunately yes it can.