 |
|  |
 |
|
TCO
|
 |
Richmond, VA
Jan 1970 time: 00:22
|
|
quote: Originally posted by Velociryx
Sadly yes, though we're still trying to sort out what it means.
We're faced with....a vexing problem.
In the midst of our bug-hunting (searching for the cause behind a couple of game-crashing buggaroos), one of our most active coders has....vanished.
Now, vanishments are common enough on a volunteer project, and we've had several members take extended vacations away from the world of Candle'Bre since we've begun this journey.
This one, however.... I don't know....it's to the point where I'm questioning if he will be returning to us or not.
There were no flames, no arguments....nothing of the sort, but the fact remains that an extremely productive member of the team has gone silent, and remains unresponsive to our attempts to reach him.
And if you don't think that THIS was a tough post to make....sheesh! 
It's a setback. A pretty freakin' HUGE setback, there is no doubt.
But, it's also the first serious snag we've hit since the project began.
So....forgive the silence of late...those of us who remain are still jazzed, still determined, we're.....just having to do a bit of scrambling now.
One way or the other though, Candle'Bre will be.

-=Vel=- |
Who?
|
|
|  |
 |
|
Leland
|
|
I'm a bit confused. Does this setback mean that the work that you've done with the C++ version is going to be a wasted effort, and you'll just redo the same things in Java now, or just that the C++ version is going to progress slower?
|
|
|  |
 |
|
BigRich
|
 |
of the Trentan
May 2001 time: 05:22
|
|
quote: Originally posted by Leland
I'm a bit confused. Does this setback mean that the work that you've done with the C++ version is going to be a wasted effort, and you'll just redo the same things in Java now, or just that the C++ version is going to progress slower? |
The C++ version is on hold pending return of our C++ guy. In the meantime it's full steam ahead on the Java version. The game was originally going to be coded in Java anyway, but the C++ version was moving faster so we went with that.
So yes I suspect (and bear in mind that I'm not a programmer), that we're going to have to redo a lot of things in Java. We *are* looking into the possibility of using some of the existing C++ code from within a Java program, to speed things up a bit, but how useful this will be I couldn't say at the moment.
On a more positive note I wouldn't say that the C++ work will be entirely wasted even if we have to abandon that version entirely. There has been a lot of work done on map graphics, unit graphics, spell effects, user interface - the whole look and feel thing if you like - that will be transferrable. Also the less tangible aspects of the game - storyline, faction characteristics, combat rules etc. etc. aren't specific to any one programming language, so we don't have to re-invent all of that 
Once (and admittedly that is a big 'once' ), we get the skeleton of a Java version built, we can flesh out that skeleton pretty quickly.
Hope this clears things up a bit!
Rich.
|
|
|  |
 |
|  |
 |
|
Velociryx
|
 |
of Candle'Bre
Apr 1999 time: 05:22
|
|
This project lives or dies solely by the good graces of others. Look back at the "Stepping up to the plate" thread, where this project was born.
The (highly valued, highly prized, and absolutely necessary) contributions of others has been front-and-center with this project since, quite literally, day one, and so far as I have heard, no one has ever forgotten that....especially not me.
As far as I can tell, there's only been one person who's been after us to nail down specifics like lines of code, man hours needed, and stuff like that, and that person has, so far, not contributed materially to the project.
The rest of us, the grunts who are getting in and getting it done, haven't stopped to ask those questions, because we realize that the answer is: "It takes as long as it takes to get it right."
I know, that's not a cute, neat tidy number, but it IS and remains the truth.
You want something slipshod, like ohhhh....60% or more of the games released by "the industry" - crunch numbers and force people to create within too-tight parameters. Yep....you'll get a game....and you'll even get it not-too-far-from your arbitrary benchmarks, but how many of those kinds of games do you play for a week or two and ditch because they SUCK when you get right down to brass tacks.
2/3's? 3/4ths? More than that?
The ONLY way to make a game and make it RIGHT is to take as long as it takes.
You can't force the creative process. We've seen what happens when you do.
Yeah, it's frustrating when that process is delayed, but it's even more frustrating to rush a steaming pile of shite out the door just cos you wanna prove that you can produce SOMETHING in under six months.
That's not what we're about.
It's never been what we're about, and I refuse....we refuse to even consider getting into the mindset, because we've seen the garbage-in-garbage-out results it generates.
All that to say....there are lots of reasons and potential reasons why he left, but I woulndn't bet the ranch on the reason you gave as being correct...
-=Vel=-
|
|
|  |
 |
|
TCO
|
 |
Richmond, VA
Jan 1970 time: 00:22
|
|
quote: Originally posted by Velociryx
This project lives or dies solely by the good graces of others. Look back at the "Stepping up to the plate" thread, where this project was born.
The (highly valued, highly prized, and absolutely necessary) contributions of others has been front-and-center with this project since, quite literally, day one, and so far as I have heard, no one has ever forgotten that....especially not me.
As far as I can tell, there's only been one person who's been after us to nail down specifics like lines of code, man hours needed, and stuff like that, and that person has, so far, not contributed materially to the project.
The rest of us, the grunts who are getting in and getting it done, haven't stopped to ask those questions, because we realize that the answer is: "It takes as long as it takes to get it right."
I know, that's not a cute, neat tidy number, but it IS and remains the truth.
You want something slipshod, like ohhhh....60% or more of the games released by "the industry" - crunch numbers and force people to create within too-tight parameters. Yep....you'll get a game....and you'll even get it not-too-far-from your arbitrary benchmarks, but how many of those kinds of games do you play for a week or two and ditch because they SUCK when you get right down to brass tacks.
2/3's? 3/4ths? More than that?
The ONLY way to make a game and make it RIGHT is to take as long as it takes.
You can't force the creative process. We've seen what happens when you do.
Yeah, it's frustrating when that process is delayed, but it's even more frustrating to rush a steaming pile of shite out the door just cos you wanna prove that you can produce SOMETHING in under six months.
That's not what we're about.
It's never been what we're about, and I refuse....we refuse to even consider getting into the mindset, because we've seen the garbage-in-garbage-out results it generates.
All that to say....there are lots of reasons and potential reasons why he left, but I woulndn't bet the ranch on the reason you gave as being correct...
-=Vel=- |
Don't be so quick to to put the don the industry. they produce more than you do. Instead of figuring out how to correct their faults, why not figure out how to emulate their strengths? Radical concept? 
|
|
|  |
All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|