What I want to know where is notification/alert process for when the game is complete enough to be playable.
Look to the Sky. When the Earth slams into the Sun twill be the 1st sign
What I want to know where is notification/alert process for when the game is complete enough to be playable.
Adding more people to a project doesn't make it faster or better, especially in game development. After some point, adding more people will even slow it down.
No chance, haven't seen Armagan on the forums since quite some time.I imagine Armagan using this book you linked as the excuse for Bannerlord development being so slow Let's hope they will not add too much dev in the late development of Bannerlord.
Good points, just two things I would add:Makes sense but i doubt that speaks to the entirety of every games situation. For instance then there must be another law in which a one man team brings on more developers to help him an that in turn speeds up production as well -is that scenario taken into consideration as well? Im guessing how fine tuned and streamlined each dept of the game effects how well it plays with all the other subsystems and if these are smooth transitions than more man power would only help.
For instance take Arma 3 (my usual example as i followed its design since OFP inception) - they had terrible communication between world/level developers and the AI team -so if you noticed, there are many, many dead zones, that being places the AI simply cant go nor function (including streets roads buildings etc) because that team had little to no communication with the AI team *(who themselves are clueless to many of the AI's erhm nuances). SO in this case - Brooks Law would and did become seen in full effect -they kept adding designers, and the problem got worse and worse until the public outcry finally reached the DEVs and they changed the method of operation.
Now take something like the Prophecy of Pendor mod (ok not a game but just for example) - we needed alot of custom scenes and backstories for all the characters and some other things -since none of this conflicted with hardcoded game mechanics -the more people we had on teams the faster and better production we had at release. Again i know its not a game in its own right -but the point being - as long as things like pathfinding issues etc are fully worked out -they could hire a bazillion scene editors and a few more Q/A testers and we could all have alot more scenes to play in without Brooks Law coming into effect.
Playing a game in EA and complaining about patches breaking mods is just pathetic. It's not possible to patch a game without breaking at least a couple of mods since the developers cannot watch out for every single mod and what they alter and they also shouldn't restrict their work on doing so. Now, don't get me wrong, I am not a huge supporter of Bannerlord, I have never played it yet. That's more due to the fact that I tend to play old games which are mostly already bug fixed and not changing a lot anymore, like Warband, I actually posses no game younger than four years.Getting really tired of finding great mods that people have clearly worked hard at and as soon as a new patch comes out half of the ones I use no longer work. I am done having to restart because my game is now screwed up. I give a lot of thanks to the people who created the great mods that made the game much more fun but until Taleworlds gets their act together I am going to sit the game out. They promised a year and they have 2.5 months left. Yeah will see.
^ ThisOn another note, I wonder how many people are aware that Warband was also an unfinished mess upon release, and needed additional updates after release (funded by early sales) to make it into the game we know today...
^ And thisTW needs the people who provide good and meaningful feedback. It's quite obvious who they are, mexxico even asks them about their opinion before he implements changes.
What they don't need are people who throw a tantrum because their favourite mods no longer work after an update. They don't understand the concept of early access and nobody should take them seriously because their feedback is worthless.
There is nothing wrong with waiting until the game is released, but that can only happen if TW keeps updating the game...
Every single person who is considering getting into modding now - refering to the coders here - has to be clear about the fact that it is very challenging at the moment and can become quite tedious. At the same time you can learn a lot, the learning curve is step, and everything you learn now can still be applied at later stages of the game. So I wouldn't really reserve modding for a game which is past official release. Modding a game at that moment is only simplier, you have a more stable game and in most cases a better documentation and more tutorials to rely on.I really wouldn't go crazy modding the game at this point. Every patch is just going to break the mods, and unless the modder stays active - you're boned. It's like this for all games. I mean most of the people playing/modding Skyrim are still using the old 32-bit version I believe.
Patches always break mods, sometimes it's a very simple fix, sometimes not. Modding really should be reserved for a game that's well past the official release - when you're looking to make the "vanilla" game more interesting.
That law pretty much exists, in economic terms you would speak about marginal profit here. You can imagine it basically like an reverse hyperboly. At the beginning each additional worker adds a lot to your progress but with the growing amount of them it will be less and less. You reach at some point a maximum after which additional workforce is decreasing process since there are sideeffects which influence it negatively (you need more time for coordination and management, departments at development might rely on interdepending parts of the code structure, etc).Makes sense but i doubt that speaks to the entirety of every games situation. For instance then there must be another law in which a one man team brings on more developers to help him an that in turn speeds up production as well -is that scenario taken into consideration as well? Im guessing how fine tuned and streamlined each dept of the game effects how well it plays with all the other subsystems and if these are smooth transitions than more man power would only help.
For instance take Arma 3 (my usual example as i followed its design since OFP inception) - they had terrible communication between world/level developers and the AI team -so if you noticed, there are many, many dead zones, that being places the AI simply cant go nor function (including streets roads buildings etc) because that team had little to no communication with the AI team *(who themselves are clueless to many of the AI's erhm nuances). SO in this case - Brooks Law would and did become seen in full effect -they kept adding designers, and the problem got worse and worse until the public outcry finally reached the DEVs and they changed the method of operation.
Now take something like the Prophecy of Pendor mod (ok not a game but just for example) - we needed alot of custom scenes and backstories for all the characters and some other things -since none of this conflicted with hardcoded game mechanics -the more people we had on teams the faster and better production we had at release. Again i know its not a game in its own right -but the point being - as long as things like pathfinding issues etc are fully worked out -they could hire a bazillion scene editors and a few more Q/A testers and we could all have alot more scenes to play in without Brooks Law coming into effect.
Yep this all mods I work on currently don't have any code due to updates breaking it potentially so basically until a stable enough version is out doing coding is somewhat useless unless you want to stick to an unstable updateEvery single person who is considering getting into modding now - refering to the coders here - has to be clear about the fact that it is very challenging at the moment and can become quite tedious. At the same time you can learn a lot, the learning curve is step, and everything you learn now can still be applied at later stages of the game. So I wouldn't really reserve modding for a game which is past official release. Modding a game at that moment is only simplier, you have a more stable game and in most cases a better documentation and more tutorials to rely on.