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How much harder?
Posted: Mon Feb 11, 2008 6:12 pm
by SmilinJack
How much harder is it to work on a live project?
It must be difficult to build a game that is released and live, meaning, people are playing it, editing it, sharing files, demanding patches, explainations, correspondence, etc, etc...
The shear number of variables is astonishing to me. To work on a "work in progress," if that's a fair statement, is tough. Although, I'd argue 2.18 is solid as hell.
[&o]Great game, great work David!
Jay
RE: How much harder?
Posted: Mon Feb 11, 2008 6:55 pm
by David Winter
Thank you Jay.
It's a considerable amount of work. When you're working on new versions of live games there are many moving parts. Some suggestions and wish list items I'd love to see simply can't be added because it would completely break existing community driven work (such as uniforms, playbooks, plays, whatever else).
PC Games have an added fun because no two machines are the same. Two people can buy exactly the same model PC at the same time from the same store, and 24 hours later, they're completely different. Getting a game to work on both is a challenge..and sometimes it may never work on both and that's extremely frustrating. Obviously for the customer, but for me too. I've lost a lot of hair trying to figure out what's happening on customers machines

Before Game = Mullet. After Game = Homer Simpson Hair [:D]
Add to that the huge amount of game customization (both officially supported and not) and it becomes even more difficult to reproduce problems noted by customers in an effort to assist them.
I know a few people would like to see patches come out faster but that is simply not possible for a game of this scope. It's been mentioned that "Other developers seem to manage." and that's all nice, but they're not working on this project so that comment really doesn't mean much in the long run.
Not only is there a lot of work on my end to develop the changes, but my testing group is small and they have lives outside the game. So nobody should be expecting them to be testing the full game every night. They test it when their time allows and when we all feel that's been enough time, we send out the release. I hope that's not taken as a slight towards my testers.. they're a great bunch.. very dedicated.. I'm just pointing out a fact of life and a fact of development when you're working with volunteers.
I appreciate it when good folks such as yourself understand (or at least try to understand) the complexities involved and take that into account when setting your expectations. It makes it easier for everyone.
Thank you for your continued support.
David
RE: How much harder?
Posted: Mon Feb 11, 2008 8:20 pm
by SmilinJack
Mmmm...doughnuts[:'(]
You could do the bald mullet thing...
RE: How much harder?
Posted: Tue Feb 12, 2008 12:01 am
by garysorrell
Well, I for one am greatful for all your hard work and support of Maximum Football. I remember, around 1987 or so, playing Super Sunday on a C64 and thinking how its fun, but wished it could have seasons and track stats and all that good stuff. I probably bought every PC football game from that point on and only a very few came close to doing what I wanted. Obviously Football Pro was the closest. All I can say now is thanks, and I pretty much play MaxFB full time now, with only the occasional hour or so spent on a old game like Civ3 or C&C Red Alert.
As for not getting updates out fast enough, it's likely because i'm not on the test team

RE: How much harder?
Posted: Tue Feb 12, 2008 12:09 am
by David Winter
"it's likely because i'm not on the test team..."
this forum is wrought with irony.... [:)]