Вот был (есть?) проект MOSC (помнишь, нет)
где собрадась группа достаточно заинтерисованых людей,
и вроде даже что-то умеющих,
и начали они довольно правильно -- и с форумом, и с репом, и с диздоком.
И... что у них получилось?
Кроме парочки типа_демок
А тебе... все еще нужно объяснять отчего и почему ТАК все получилось?
При том, что я уже неодноразово это делал, за что и заслужил вот это вот обвинение в "нигилизме".
Вот, еще раз.
Не вериш моим словам.
Вот.
Exchange of Experiences
I'm a programmer and I'd like to start a non-commercial game project with a complexity similar to C-evo. What general hints can you give me?
Don't do it. This is my advice. At least, think twice.
A big software project is not constant fun, it's hard work.
Estimate how long the implementation will take you, then multiply the result with 10. This is how long it will really take you.
Average programming skills are not enough to design, maintain and debug a software of that complexity. It takes at least one talented software developer, otherwise you'll someday find yourself trapped between uncontrollable masses of chaotic source code, strange bugs and crashes.
Similar situation in the non-programming part of the project. You'll find a lot of people willing to work with you on the game. Most of them will lack stamina and, above all, skill to be really helpful, even with modest quality standards.
Your game will, by the usual criteria, never be as good as the ones that you could buy for some bucks in the store. A commercial game is a million dollar project, you have no chance to become comparable to that, except maybe in some few fields that you concentrate on.
Lost interest in your project now? Even if not, might happen someday that you do. In this case, if you're not done then, you have worked completely for nothing.




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