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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #11  
Old 10-23-2012, 07:00 PM
Anders_And Anders_And is offline
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Originally Posted by Rowddy View Post
it's still whinning!
Nope... More useless inputs you want to add?
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  #12  
Old 10-23-2012, 07:15 PM
ems9 ems9 is offline
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With short resources (money/personnel), the time of a project extends.
Many people don't understand that the computers thing is not just what you see on the screen, it's, far away, much more going on the background that you wouldn't even imagine.

Building a game from scratch takes long time, if you need to build a game engine from scratch for that game, worst, and if you what to build one that does much more than any game engine around this world, you got there a top challenge. And that is what they did.

There is no way to compare COD for exemple with GTA IV. They spent 100$ million dollars or even Killzone which had a budget of 45$ millions, and they built the games in around 3 years.

Maddox budget was not even 1/5 of GTA. And they still managed to build a game engine that is much more than GTA IV game engine. From graphics maybe there are doubts, but from physics you can't even think about comparing those games.
Sure that games are impressive, but they are 20% game engine, and 80% is modding. So they show up a lot of work done!
COD was 70% game engine and 30% of modding. So at the end, 7 years past away and not much to see. But now with their kick ass game engine built and working. The sequels will be 20% game engine and 80% modding, and people will be just stoned of how impressive the maddox team is! "Releasing so many new stuff"

Give time to time =)
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  #13  
Old 10-23-2012, 07:30 PM
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JG52Krupi JG52Krupi is offline
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Quote:
Originally Posted by ems9 View Post
With short resources (money/personnel), the time of a project extends.
Many people don't understand that the computers thing is not just what you see on the screen, it's, far away, much more going on the background that you wouldn't even imagine.

Building a game from scratch takes long time, if you need to build a game engine from scratch for that game, worst, and if you what to build one that does much more than any game engine around this world, you got there a top challenge. And that is what they did.

There is no way to compare COD for exemple with GTA IV. They spent 100$ million dollars or even Killzone which had a budget of 45$ millions, and they built the games in around 3 years.

Maddox budget was not even 1/5 of GTA. And they still managed to build a game engine that is much more than GTA IV game engine. From graphics maybe there are doubts, but from physics you can't even think about comparing those games.
Sure that games are impressive, but they are 20% game engine, and 80% is modding. So they show up a lot of work done!
COD was 70% game engine and 30% of modding. So at the end, 7 years past away and not much to see. But now with their kick ass game engine built and working. The sequels will be 20% game engine and 80% modding, and people will be just stoned of how impressive the maddox team is! "Releasing so many new stuff"

Give time to time =)
Agreed, they have more people now and hopefully some of those will be modellers to speed up the time it takes to create these brilliant/fantastic/superb aircraft and cockpits
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  #14  
Old 10-24-2012, 08:09 AM
hiro hiro is offline
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Yes agree with the complexity.

Combat Flight sims are complex . . . you got physics of multiple things going on, on a 3D plane . . .


sure we got 3D games but hey mainly operate off a 2D plane . . . FPS you can jump and run but generally you are stuck to 2D . . . games that have 3D with flight . . . like BattleField 3 aren't known for their accurate FM's . . . unless they are a dedicated flight sim.





well we don't have it so bad . . .

1997 Duke Nukem Forever announced

2011 Duke Nukem Forever released


yeah and at least IL-2 series is still being worked on unlike Duke . . .



long version . . .

http://voices.yahoo.com/timeline-duk...e-8643415.html


1997: Duke Nukem Forever is announced

After the fantastic review of Duke Nukem 3D,creator 3D Realms decides to announce another sequel due for release in early '98. Immediately after the announcement, questions arose over the company's use of the Quake Engine.

1998: 3D Realms switches to Unreal Engine

After having some problems with the Quake Engine previously used in development, 3D Realms decides to completely restart development of the game using the Unreal Engine, which was supposed to produce better results.

2001: Duke Nukem Forever is showed at E3

After some more troubles, 3D Realms decides to quiet the many rumblings by showing a snippet of the game at the Electronic Entertainment Expo. The demo was well received and once again put Forever at the very top of games "Most Anticipated Games" list.

2003: Duke Nukem Fights the Publishers

After yet another long wait following the fantastic presentation two years prior, DNF is still not completed. Take-Two Interactive is now the publisher for the game and is quite disappointed in the development time. CNN reports a war of words breaks out that has Take-Two asking to take earnings write-downs because of the lack of progress on the game while George Broussard, co-owner of 3D Realms, responds with some not so friendly words.

2006: Things fall apart -- even more.

Things just get worse for Broussard, 3D Realms, and Duke Nukem Forever. The game was not finished, even with Take-Two offering incentives to finish the game by the end of 2006. The developers obviously did not, and, because of the delays, employees began to leave the company, according to Shack News.

2009: Rock Bottom

After spending $20 million of its own money and unsuccessfully trying to receive $6 million more from Take-Two, 3D Realms shuts down and suspends development, firing the rest of the staff, according to Kotaku.

2010: A Sliver of Hope

Gearbox Studios decides to complete the game and announces this at the Penny Arcade Expo Sept. 2, according to MSNBC. The game was playable for the first time at the Penny Arcade Expo.

2011: A Long-Awaited Release

After only nine months after the 2010 announcement by Gearbox, Duke Nukem Forever is finally released June 10, 2011. Although being in developmental hell for 14 years, after reading the negative reviews, gamers are now saying that it should have stayed there.
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  #15  
Old 10-25-2012, 04:17 AM
DefiantMk1 DefiantMk1 is offline
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Duke Nuk'em lol...

Anyway, a lot comes down to money/complexity and complexity coupled with our demands have increased.
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  #16  
Old 10-25-2012, 07:09 AM
Pluto Pluto is offline
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Quote:
Originally Posted by Rowddy View Post
it's still whinning!
... why dont you just shut up and let the man speak his mind, fanboy?
This is a public forum.

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  #17  
Old 10-25-2012, 11:02 AM
Stublerone Stublerone is offline
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Simple answer to topic: Not enough manpower. If a new game is developed from a big player, e.g. Blizzard, there will be around 200 persons working on it. Another 50 persons for marketing, controlling, comunity work...

Such a game costs millions of bucks and they are more and more reaching the production cost of big blockbuster movies.

Another dimension, I think! Do not know, how much people are involved in clod or bom, but I would giess 20 overall! or something like that. You must think of the fact, that clod sells only a few thousand copies all over the world and some short time ago, only around 100 people worldwide were playing online. So, how to make money with such an estimation.... That is, why I have much respect for small producers and what they are able to produce with such limited capacities. They are really living a hard life!
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  #18  
Old 10-25-2012, 11:18 AM
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raaaid raaaid is offline
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judging by the online players numbers cod sold more than any racing sim i know, far more
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  #19  
Old 10-25-2012, 02:37 PM
Damixu Damixu is offline
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Quote:
Originally Posted by Stublerone View Post
Simple answer to topic: Not enough manpower. If a new game is developed from a big player, e.g. Blizzard, there will be around 200 persons working on it. Another 50 persons for marketing, controlling, comunity work...

Such a game costs millions of bucks and they are more and more reaching the production cost of big blockbuster movies.

Another dimension, I think! Do not know, how much people are involved in clod or bom, but I would giess 20 overall! or something like that. You must think of the fact, that clod sells only a few thousand copies all over the world and some short time ago, only around 100 people worldwide were playing online. So, how to make money with such an estimation.... That is, why I have much respect for small producers and what they are able to produce with such limited capacities. They are really living a hard life!
In complex software development you can't raise the productivity by alloacting more people to the work. You need to have couple of suberb key talents in place and other software developers might do some chores on them to distribute the minor work load.

Maybe some key talents are missing on this project, I don't know...
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  #20  
Old 10-25-2012, 03:16 PM
Stublerone Stublerone is offline
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I did not want to mention the factor about talents and skill. I do not judge, because I can't But I have an opinion.... enough said
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