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Member Since 12 Mar 2005
Offline Last Active Today, 05:01 PM

Posts I've Made

In Topic: Is it C# Territory?

Today, 05:03 PM

Yes, it could be used.


If you want to develop a brand new CAD application, feel free to use it.

In Topic: how good is rand() ?

Today, 01:55 PM

Seems that way, yes. I wrote an edit to my earlier post.


When I started writing the edit there were no replies to that on my screen, I just took a long time to review it carefully so I missed the addition.


The language standard as written is ambiguous, at least to me. Given the nature of the standard it is possible there is another note elsewhere about the range, but I didn't see it.

In Topic: Is it real?

Today, 01:36 PM

Well, that's discouraging to say the least lol.
5-10 years is still a hell of a lot of time. Might die in that time period.



Yes, you might.  You might also die before you complete your next shopping trip, but you probably still plan menus and shopping lists.

The major AAA games coming out today frequently have budgets measured in hundreds of millions of dollars.  
A single hobby game should not expect to compete directly, attempting to produce a feature-rich enormous world filled with unique content and highly interactive environments that appeal to the masses with little risk.
Instead, hobby games should focus on what they do best, small experimental ideas that are high risk but potentially (relatively) high reward.

In Topic: USC Canceled Video Game Panel For Too Many Men

Today, 01:27 PM

"Getting ahead" means different things in different cultures.


The American viewpoint (or perhaps better called the Protestant Work Ethic ) generally is that with hard work and discipline every person can reach their full potential. 


In software cultures generally result-based meritocracy prevails instead. Those who get the desired results are generally preferred, but not always.  (Fun reading about that from my bookmark library. It is just as true in 2016 as it was back in 1985 when it was written.)


In business there is a large component of luck and fortunate timing that coincides with preparation.  Having the right idea at the wrong time still nets failure.

In Topic: Is it real?

Today, 11:46 AM

 make something at the scale of Dragon Age Origins, if i already have all the assets (models, audio, arts etc.) and i'm using unreal engine?


Considering the game credits, subtracting out the artists I'd estimate about 400-600 work years.


Looking over the public information, November 2002-mid 2004 was a small concept team, mid 2004-spring 2007 was a moderate team, spring 2007-fall 2009 (final release) was full-on development, with work continuing on expansion packs and DLC for about a year after launch where the teams shrink considerably.


You don't win awards like Best Game of the Year from a huge number of awards shows and magazines and news outlets without enormous investments.




Now if you change your requirements, do not make something anywhere near that scale but make something of the same spirit of the game, with a much smaller feature set and much smaller story line and a less rich collection of features, and if you had an awesome original collection of assets, you could probably reduce it to something on the order of 5-10 work years.  It would require serious feature-cutting to reach that, but it is something an individual or small team could conceivably implement.