Quote:
Originally Posted by zapatista
again, you dont understand how some of these games are put together, and oleg's management style (which worked well for the 10 years preceding, having released about 6 or 7 products like that) is different from most other game software projects that have large funds and 100 or more employees. he uses a modular method where each element (gfx engine, plane models, Flight models, damage model, etc..) are worked on separately by different groups (also helps to reduce the risk of intellectual property theft). only in the final last 3 to 6 months of the 5 year project are all the elements assembled and integrated (oleg gave explanations on this multiple times). working that way they dont have an alpha phase, the integrated product is very much a "near final beta" once it is assembled. in this 2009/2010 creation however the problem is that the core element that everything else fits into, is the gfx engine, and that is what let them down and caused the additional 12 months delay (with 6 months lost trying to fix the old one, and the last 6 months to now develop a new one).
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Well i think i have a good grasp of what you are explaining. But it doesn't matter which way they take to get to the desired result (if they actually get there). You listed the missing key features beside the gfx problems. We are one year after the game was released. And we are not talking about some marginal functionality. So no, the game has never entered beta phase. It is in alpha now (it somehow works and there is still a lot to be implemented).
BTW the separate development process as you described explains a lot. Prolonged separation of developed modules without early integration and constant testing usually doesn't lead to good results. I guess that was what they had to get rid of first when Luthier took over.
Just doesn't it make things worse when they had separate development teams with different programming habits? Doesn't it add to the mess they are now trying to solve? I feel with them being a C# developer too. Bad design/management decisions can't be solved by programmers. So i have great sympathy to those who keep the good work coming.