4 ms·
On the one hand you should cut people some slack. Content First = noob (okay, that's probably unfair but...) I've worked on projects with 300 + lines (yea, not
by greggman 13y ago
On the one hand you should cut people some slack. Content First = noob (okay, that's probably unfair but...)
I've worked on projects with 300 + lines (yea, not many) but that had to be translated into 17 languages. That's 5100 things that need to be checked. I know of games that with all the localization had over 40,000 dialog audio files (yes, that's four zero k).
Content First doesn't work on big projects IMO. In fact with "agile" you won't even know what content you need until you get there.
That said, with a little forethought it would certainly be possible to try to design some system so you could at least kind of auto verify that at least all your placeholder stuff has been replaced with something not placeholder. For example if you prefixed all placeholder text with "PLACEHOLDER: " and then had a script that would check. Could probably do similar things for audio files though it might be a little harder.
Unfortunately for people adding new text or audio if they forgot to follow the rules you'd have a hole. I suppose you could require first check in to follow the placeholder rules? Or maybe someone has a better idea
Now for a project I worked on. If you play the US Crash Team Racing (CTR) on PS1 and unlock Penta Penguin (IIRC), and then race with him you'll hear "test sound 1" and "test sound 2". I don't remember how many sounds there are in CTR but Penta Penguin was only really in the game for the Japanese version which could only be unlocked by going to a promotional event and getting a special save stored on your memory card. So, being a relatively secret character no one play tested him in the USA and no one bothered to go over the 1000s of sound files to see which ones were still placeholders until after it shipped.