[quote who="Frogboy" reply="40" id="3406075"] Here's the problem, and I used to post about this regularly as a warning to the industry; Steameorks. We need it. It's not just good, it's amazing. And it's free except that it relies on Steam to be installed. This is why I was pouring so much effort into impulse::reactor. I put my best game developers on it. I basically sacrificed Elemental for it. But GameStop abandoned it. [/quote]</
RonLugge
[quote who="nilloc93" reply="13" id="3405494"] guys don't preorder no matter how good it looks. Not to be a dick to stardock they have made lots of great games but lets look at aliens CM, and more relevantly Rome 2 Total War. If the game is good buy it, preordering only enables bad games from companies you trusted before.[/quote] As someone else pointed out, lets look at *Brad's* history. Whatever you think of WOM (and it had so much potential before it
[quote who="Mtn_Man" reply="25" id="3405490"]You said "months to learn OpenGL, then a year to code it... or maybe longer", which I think is an exaggeration, especially if we assume that any graphics programmer worth his pay is already familiar with API's other than DirectX.[/quote] The 'year to code it' was static between the two. And you're making the assumption that the dev is already familiar with with OpenGL, I'm making the -- I thought clearly stated --
[quote who="Wintersong" reply="15" id="3405476"] I don't know if they changed the EULA (it was long long ago) but I do remember when you had to agree that Steam could ban you and give you no explanation whatsoever about why. [/quote] Who actually reads EULAs? :P It's still theft. (And I should mention that first statement has been backed up in court, shockingly enough...)
[quote who="Gaunathor" reply="13" id="3405584"] Not everyone cares about score or plays multiplayer.[/quote] Heretic! :P
[quote who="Mtn_Man" reply="19" id="3405464"] Making the move to OpenGL would be a one-time, upfront investment that would pay off in the long run, and that's assuming learning OpenGL is as difficult as you imply it is. I seriously doubt it would add over a year to the development process.[/quote] If you read my post carefully, I said that learning OpenGL would require a few months investment in time. And I'm not implying: I'm outright stating</e
[quote who="Mivo" reply="11" id="3405453"]But that wasn't the point. The actual point (it was that "woooosh" sound that you may have noticed when it flew by you) was that the convenient dependency on Steam has severe drawbacks if and when you disagree with anything that's payment related, because then the access to all your purchases is suddenly at stake.[/quote] Oh, I didn't miss the point. i just ignored it. And it isn't just purchase related... Eve
[quote who="Clocknova" reply="14" id="3405338"]I also wonder why developers insist on locking themselves into one platform like that when there are so many other eager gamers on other platform that would love to buy games like this.[/quote] "Hrm, lets see... it'll take me a year to release this game with DirectX. If I go with OpenGL, it'll take me months to learn OpenGL, then a year to code it... or maybe longer, since I don't know OpenGL that well. And m
[quote who="Mivo" reply="8" id="3405327"]I have about 800 games on Steam and probably spent several thousand bucks over the years. When the Civ5 expansion was announced, I pre-ordered it. The only bonus was a 10% discount. On the day of the EU release, Steam sold the expansion at 30% off. I wrote in and asked for compensation, even offered to take store credit. I had figured it would be a small issue, since it was their mistake (they even said so in an email) and I was a good customer.[/
[quote who="JdeFalconr" reply="9" id="3405406"] If it includes the option to name a star system they have to finalize that aspect of their code at some point. While naming a star likely just means a line item in a text file that file has to be "completed" to prep for distribution of the game.[/quote] It sounds like you touch on the idea in your second sentence... but assuming the developers have have a clue about how their programming this (and they have to, given that they'r
Don't worry. You'll have 2^64 seconds to upgrade your hardware to something that won't melt when the game comes out.
Sounds like Space Empires, nomotog. They had ship-based 'construction' components, and starbases were just ship types that couldn't mount engines (and had some base-specific bonuses like better attack)
Hexes? I thought this was a sci-fi setting, not fantasy... Edit: Quick reference for where I'm going
Neilo, SD did in fact act as producer for Demigod. Developer -- people who actually code and make the game. Producer -- the company that pays for the game, distributes it, and usually keeps most of the profits.
eeew, don't get any android on me.
[quote who="chuck1es" reply="1" id="3404656"] I've always wanted to see something like that, yet in multiplayer it would really slow the pace down. Just think of it...[/quote] Wait, MULTIPLAYER!? Where did I miss that announcement?!
[quote who="Frogboy" reply="1" id="3404545"] No promises but we are evaluating other platforms too.[/quote] Oh yay... I'd love me an OSX version, seriously!
I'd rather ask for an OSX or linux version... Which makes for a very interesting thread... I need to see if anyome has beaten me to it.
Actually, the Demigod fiasco was caused as much as anything else by faulty networking code. The underlying issue was that the network code included some code that ran in O(N^2) time -- which is to say, the time it took that code to run increased with the square of the number of users. The beta had blazing fast networking, then suddenly on release the speed just crashed. A better point would be that Stardock was the producer for that game, not the developer.