4 ms·
Also, there's a recurring theme here: this guy can't manage projects. Two examples: Catch the Monkey game. Playable alpha 6 weeks; 11 more months to complete
by x0x0 12y ago
Also, there's a recurring theme here: this guy can't manage projects. Two examples:
Catch the Monkey game. Playable alpha 6 weeks; 11 more months to complete. Reasons given:
the publisher wanted so many different versions of the game. It’s a 2D
sprite-based game with thousands of frames of animation. When we were
required to create a Blackberry Playbook version (if you actually remember
what it was!) we didn't have to deal only with a different screen size, it
was a totally different aspect ratio. And Video RAM is handled differently
on the various operating systems. Then there was Kindle Fire, then Nook,
then Android phone with its 14 different kinds of resolutions. Then there
was Android’s new requirement that a game package can’t exceed 50 Mb, and
ours was 70 Mb. Marmalade’s framework didn’t support the Google OBB file
streaming, neither did Nook because they had their own store. So I had to
write my own http file streaming processor that would work on all these
various platforms. The one thing iOS has going for it is a very tightly
controlled OS/Hardware environment. Once you leave that, it’s a total gong
show! But all of the non-iOS builds is where Marmalade really shines, and
so their motivation was to get Catch the Monkey on as many different devices
as they could.
Second debacle: A is for App. First, I think it's a stupid idea. But beyond that, it almost looked like the guy learned: They had a salable stable ios build in 2 months. Great! Ship! Nope, this time, this guy dicks around for 7 months (AGAIN), adding 3rd party iap features on five platforms.
I mean, I don't know what to say. Thomas claims to have run a consulting shop, and I really would have assumed that experience would grind project scoping and bounding into you. But he let the scope of two different projects just wildly explode, from alpha in 1.5 mos -> shipped in 1.05 years, and done in 2 mos -> shipped in 9 mos.
It seems like building 2 projects in 4 months and then either quitting while they were behind or banging out a bunch more tightly scoped projects would be the optimal way to go.
Don't get me wrong, I'm sympathetic, but you just have to control project scope. He's going to have the same problem on mac/pc: do you want to be a single person indie? Then you have to figure out how to make a game in 1-2 years, scoped to a single engineer + contract art. Do you want to be mid-tier? Then you have to figure out how to make an awesome game with 3 engineers and maybe an artist in 2 years. And so on. But you must pick which tier you are in then design and scope accordingly.
- fred_durst 12y agoIndeed, I found this bizarre as well. How did he get into this multi-platform quagmire? The #1 thing that makes you successful in software consulting is limiting and predicting scope. By far. 2 months into that multi-platform hell, at the very very most, the other platforms should have been shelved and the iOS version released. iOS is obviously going to be 50%+ of revenue anyway. At 3 months of burn you need to now figure out if anyone would even play the thing. Even if you just release a "preview" release called "Catch the Monkey: Golden Banana Edition" with 3 levels and enough altered art to make it feel like the next version is the super awesome special 2000 edition. Honestly, I feel like he had a consulting firm. He managed to keep it above water for a couple years working insane hours, partly because he had this initial lead client which probably gave him a decent lead funnel by referral. Then a larger investor saw his client funnel came in and gave him X for 51% and the position of President, but took over running much of the operation. Finally that funnel started drying up like most enterprise services funnels do without lock-in and the free money for games dried up. Hence why he came back not as President but Programmer.