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I worked on a commercial MMORPG project for a while. The game assets were hosted on an unversioned asset server instead of in Perforce. The same asset server wa
by cpeterso 11y ago
I worked on a commercial MMORPG project for a while. The game assets were hosted on an unversioned asset server instead of in Perforce. The same asset server was shared by every branch and release of the game client, which made backward and forward compatibility a major hassle. None of the artists understood what the big deal was. I feel like I should write a post-mortem of that project some day.. :)
Kotaku has a great post-mortem on the development of Bungie's Destiny game, including fantastic horror stories about the design tools:
“Let’s say a designer wants to go in and move a resource node two inches,” said
one person familiar with the engine. “They go into the editor. First they have
to load their map overnight. It takes eight hours to input their map overnight.
They get [into the office] in the morning. If their importer didn’t fail, they
open the map. It takes about 20 minutes to open. They go in and they move that
node two feet. And then they’d do a 15-20 minute compile. Just to do a
half-second change.”
http://kotaku.com/the-messy-true-story-behind-the-making-of-destiny-1737556731 http://kotaku.com/the-messy-true-story-behind-the-making-of-...
- vvanders 11y agoI don't know how much I trust that source. Maybe they were talking about lightmap baking but any system that incurs more than a 2 minute cost for testing a tweak is going to kill any chance build a meaningful game. Game design is built upon rapid iteration and anything in the way of that will kill your title.
- deleted 11y ago[deleted]
- jhasse 11y agoHave you played Destiny? :D
- babuskov 11y agoNow I understand why players complain about Destiny being too slow with adding any new features.