Verfasst: 17.08.2015, 12:06
Jo, als Indie-Studio hast es keinen Sinn sich im Weihnachtsgeschäft behaupten zu wollen. Bleibt mehr Zeit für den Feinschliff. 

Das deutsche Community Forum zu Titan Quest und Grim Dawn
https://titanquest.4fansites.de/forum/
Bemerkenswert finde ich die Tatsache, dass GD einmal nur als "Mini-Game" mit Akt-1-Größe angedacht gewesen war, und natürlich die "Zusammenfassung" der Rohdaten!Iron Lore began to develop the prototype for TQ and pitch it to publishers in late 2001. I joined sometime in the summer of 2002 and we had 7 people. It took a couple more years to secure the publisher funding needed to hire up the full team. We eventually signed a deal in early 2004 and reached 35 people by the end of development. Titan Quest shipped in June 2006 after 5 years of total development and 2 years of full development.
We've said Grim Dawn began in mid 2009 but really, that's just when I acquired the code base. I was working on it by myself to get the engine up and running since we got no UI art or anything from ILE and you couldn't even initially launch the game. I have no C++ experience but I had to muck around in the code myself because we had no programmer at that point, so it was pretty slow going. Rhis joined me in Nov of 2009 and some other ILE friends started working on art. From 2010 to 2012, it was just Rhis and I full-time with a few part time people working anywhere from 5-20 hours per week.
Originally when we started GD, we imagined creating something about the size of Act 1. There were no other ARPGs out and we thought, we could just do a very small indie game as a way to start out and hopefully make enough money to do something bigger. Then 34095730975097 other ARPGs released and so we realized we needed to do more. We tried talking to publishers but the types of deals they offered us were terrible. Crowd funding grew and we finally had a way that we could do more.
So it was mostly 2 people up until mid 2012 when we did the Kickstarter. Prior to that our only funding was about $30k out of my savings and maybe $10k from website sales. After the KS we grew to 6 full-time and one part-time developers. With Early Access release we earned more money and were able to hire on more people over the past two years. Now GD is nearing completion with 10 full-time developers.
So, to summarize:
Titan Quest
Approx. $9,000,000 in funding
Early team of 7
Final team of 35
5 total years, 2 years full production
Grim Dawn
Approx. $1,200,000 in funding (KS + EA)
Early team of 2
Final team of 10
6 total years, 2.5 years full production
I think the numbers pretty much speak for themselves. With more than 3x the people, Titan Quest took only around 20% less time than GD has and we're looking to finish GD by the end of the year; probably officially released early next year.
We've also had the challenge of not knowing what our full budget would be. This resulted in the production of lower-quality art early one, when that's all we could afford (most of which has since been redone) and delayed hiring because we didn't know how much money we could expect to make each year with Early Access. EA is especially unpredictable since probably 30-50% of our earnings for the year happen when we've been featured during the summer / winter sale. Of course, we never know if we'll get featured, so we can't hire people assuming we're going to get that money.
So, I don't know, gamers sometimes wonder why GD is taking so long but people inside the industry generally are impressed with what we've been able to do with so few people. Other than maybe the odd former QA person who stops by and passes themselves off as a game project management expert...
Also ein großer Bakancing-Patch, der Größte für GD seit EA, und es wird wohl auch nicht der Letzte gewesen sein!The changes may not all be new content, but the work involved was substantial. B27 represents the largest balancing pass on the game since Grim Dawn first went into Alpha.
In before "but why was X not rebalanced/fixed?" We're not finished balancing the game either.
Das finde ich sehr interessant. Selbst wenn man in anderen Programmiersprachen Erfahrungen hat, ist es nicht so einfach, sich 'nebenbei' in C++ einzuarbeiten. Die Sprache ist sehr mächtig und einige Compiler sehr gut, aber man kann sehr viel falsch machen, bzw. man muß sehr sauber arbeiten, ansonsten geht nur Zeit bei der Leak Detection drauf. Und an Pointerarithmetik und Funktionspointern habe ich schon gestandene Ingenieure/Programmierer verzweifeln sehen.I have no C++ experience but I had to muck around in the code myself because we had no programmer at that point, so it was pretty slow going.
Das Großschwert ist ja mal sowas von geil. Will unbediengt haben!FOE hat geschrieben:Tripple-Posting, wegen *** Dev-News ***!
» Grim Misadventure #78: Art of Legends - Grim Dawn Forums
Diesmal gibt eine einen Ein-/Ausblick auf die legendären Items, von denen es angeblich "über 240 Stück" geben wird!
[...] We are nearing the end of the line though as the last few bugs are ironed out and the Shaman is prepared for her live debut. Build 27 is on schedule for its release later this month.
But Build 27 is not the end. There is still more to look forward to beyond. Besides the release of Devotion, Act 4 and another roguelike dungeon, there is still an entire collection of equipment awaiting release. I’m talking, of course, about Legendary items.
Davor habe ich mächtigen Respekt.Titan Quest
Approx. $9,000,000 in funding
Early team of 7
Final team of 35
5 total years, 2 years full production
Grim Dawn
Approx. $1,200,000 in funding (KS + EA)
Early team of 2
Final team of 10
6 total years, 2.5 years full production
IMO mal genauso toll wie es jetzt schon ist, nur wäre es möglicherweise schon Final!?hapeen hat geschrieben:Das Spiel ist grafisch so gut geworden, wie toll wäre es erst mit der gesasmten TI Crew!
Allerdings, mit weniger Leute nur 1 Jahr mehr zu benötigen ist eine starke Leistung.hapeen hat geschrieben:Mein lieber Jolly, das sind wirklich tolle Jungs!