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| Postmortem: Orient: A Heros Heritage |
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![]() Moe Member since: 1/24/2000 From: Calgary, Canada |
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| I thought it was an interesting read, despite the project not working out. It makes me wonder if there are any incentives for game development in Canada. Moe's blog/devlog | Home of Todo 3.0 | Future home of Todo 4.0 |
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![]() darkpegasus GDNet+ Member since: 8/23/2002 From: Columbus, OH, United States |
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Thanks for taking the time to write this up. There are at least a couple things in there that may inspire me to change my own habits. And I learned to never try to make a game in Iran ![]() Leave some feedback for iHero |
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![]() doronf Member since: 9/26/2007 From: Dundee, United Kingdom |
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| Most intresting article. Even though the project didn't succeed, at least you got to be involved in writing a game. Its a lot better then developing 3D applications like me. |
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![]() ehsan_the_tiamat Member since: 10/19/2003 From: tehran, Iran |
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| Hi Reading the article posted here, I came to one conclusion: "No time was spent for Analysis phase of the software which was in this case A Hero’s Heritage game". I don't blame the software developers of this project, since it is the most common case in every software project done in our fabulous(!) country. I think this project had the potential for being successful not only in Iran but also in other countries. Unfortunately, as you(the writer) mentioned, it led to being unfinished and consequently unsuccessful. Here I would like to add some other "What went wrong" bullets and I hope it helps you on your second project(if one is intended). for, I once or twice visited you and your colleagues at the office of yours.(I was a member of "Supreme Council of Informatics" or in persian "Shoraye aali ettela resani"): 1. So much time spent on design and art assets than programming. Generally speaking, I think there should be a balance between art and programming in every game project. but, the point is, since we live in Iran, we are ought to spend much time on engine design and programming because actually it's our bottleneck in developing a game. We have professional artists but we don't have professional programmers. therefore, to keep the balance, you should have employed more programmers than artists(unfortunately you did the opposite) 2. During the development of the game I always asked myself "Why do they insist on rewriting an open-source engine?". You could have just purchased a good commercial engine(at a reasonable price) or develop a custom/optimized engine from ground up. and believe me on this, it would have definitely reduced development cost and time. What you did was getting an open-source engine, rewriting it in C#, maybe adding some features and then using it for a game that it was not designed for in the first place. IrrLicht was definitely not designed for a 10x10 kilometer of terrain with hundreds or maybe thousands of instances of objects. I hope what I wrote above and the valuable experience you gained in "Orient: A Hero’s Heritage" will help you on your second game project. -Ehsan Miandji [Edited by - ehsan_the_tiamat on April 12, 2008 6:20:18 AM] |
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![]() MagWheels Member since: 3/29/2008 From: Kitchener, Canada |
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| Thank you for posting this very honest and insightful postmortem. Although your game was cancelled, this was one of the most informative postmortems that I've read. |
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![]() shurcool Member since: 5/6/2001 From: Toronto, Canada |
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Quote: I'm sorry, but I thought that was pretty hilarious, hehe. Thanks for writing up the article, it's good to pass on that kind of knowledge. [Edited by - shurcool on April 9, 2008 5:56:47 PM] |
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![]() sepul Member since: 7/20/2004 From: Tehran, Iran |
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Quote: Agreed! Quote: Agreed! anyway, offtopic, ... that was really a good article babak, I'm really glad that you have written about your experience with the Orient project. I have to agree with ehsan too, the main problem with game dev in iran is mainly technical, open source, cheap and even big engines like Unreal3 won't help much if you don't have enough experienced programmers. and also big ideas and complex worlds are great, but for little budget and weak technical base, it will be disastrous Quote: in my opinion, working with bad funder/publisher especially if it is Iran's Governmental agency, is never positive, it will ruin your game no matter what, if you have passion for making games, you simply can not work with them, they don't care about the game or even the sales, all they care about is eating up the budget and throw a slogan so they could show it off on TV (like atomic energy and crap like that). so 1) we don't have enough technical background to pull off big projects like these 2) we don't have enough budget to fund these projects, because of lack of copyright, dislike of foreign publishers from funding in Iran, suckiness of governmental agencies which have all the money they can burn. I guess we are not ready to develop and publish any competent game at all, at least for some time to come [Edited by - sepul on April 10, 2008 1:31:40 AM] |
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![]() Subotron Member since: 1/13/2002 From: Nijmegen, Netherlands |
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| Thank you for writing this, it was very informative. I must say I recognize a lot of the 'things that went wrong' from my last project (which was my first serious game project). I'm sorry the project didn't work out for you, but at least you picked up a lesson from it for the future. |
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![]() Z3R0Bit Member since: 1/30/2008 From: Tehran, Iran |
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| I live in Iran. I'm not in the game development business as I'm only a high school student and I do more playing than developing so the lack of copyright laws works fine for me. But I do believe if there is any game development to be done in Iran it should be done after copyrights come (I doubt they ever will), but without them I don't blame anyone for not giving you the needed budget. Thanks for the article [Edited by - Z-Hadi on April 11, 2008 4:10:02 AM] |
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![]() Kaze Member since: 11/16/2004 From: Canada |
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| I'm actually impressed how far they got considering how ambitious their goal was and that their team had no experience developing anything like it |
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![]() __ODIN__ Member since: 2/20/2002 From: Singapore |
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| Good stuff, and a very honest post-mortem. You went really quite far, despite committing pretty much every fresh-team error known to man (chasing stupid money, no real project management, rewriting the wheel, being massively over-scoped, bad communication, under-scheduling/budgetting yourself and then accepting less money than you thought you needed, refusing to make design compromises that would have saved coding/art resources). I hope this hasn't destroyed your will to make a new game; keep in mind that the lessons you've picked up will make the next game easier (and make you more focused on a doable design). Also; Iran is not the world; don't be afraid to make a game that can be sold outside the borders... Good luck, Allan ------------------------------ BOOMZAP Try our latest game, Jewels of Cleopatra |
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![]() Daaark Member since: 8/1/2001 From: Ottawa, On, Canada |
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| You are getting bashed here: http://www.irrlicht3d.org/pivot/entry.php?id=736 'You deserved to fail'. Apparently. |
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