Unfortunately this is sometimes the reason why some good softhouses had to close their doors... Too much time for a game, and sometimes they couldn't even release it... And when they did, the game was already dated, or the market acceptance wasn't good... Ok, I wouldn't mind if Bethesda spent 4 years for an iOS Elder Scroll's... lol
Amen. The difference between Epic/Chair and people like Crescent Moon, or smaller houses... Is that Epic has been at this for years and has a lot of experience. They are the epitomy of big league. Not an indie or newer dev. House. Their engine is widely used in the pc/console space and if anyone knows top tier graphic tech, it's Epic. I expect that they could crank out something great in a shorter time. They have the experience to move quickly on an easier platform to develop for.
Really can't wait for it to release! Please stop teasing us and at least give us an official release date/price!
The problem is usually cash flow. If you spend several years making a game, thats a long time to go without cash coming in the door. All that tim you still have wages and bills to pay! I think thats how Epic sees the the iPhone, and downloadable games - a nice to way to quickly and cheaply get something out the door and bring in some cash. I don't care how long it takes to develop as long as its good. Of course in this case, the shorter development cycle is facilitated by the game design. Having a 20-30 minute cycle that repeats multiple times limits the amount of content and code needed. It also cuts the amount of testing required.
Why does the thread show that it has 2 more pages than it actually has? Like right now I'm on P.58, but there are P.59 and P.60, and when I click on those two pages I'm redirected to P.58 again. The wait is killing me, I want more info already or the actual release!
Cyber Monday release.... It's a great idea because everbody is going to buy iTunes giftcards for cyber Monday !!!
I agree at some point, the cool thing about AppStore is that delivers the game directly to the player, and if cash comes in, they can make the game bigger, like Street Fighter is doing... Honestly, with resources and a good framework, 4 months is enough to produce a great iOS game... We all like to state 4 months, but how long they've been working and perfecting UDK? Some softhouses take years to develop, but most of the times they have to build the game from scratch... If you think that using a powerful engine is half way of the work, would 4 months be a short development period to create a "almost" "mod"? After Apple invited the guys to their conference, they are probably expending what they have and don't have to meet not only ours, but Apple's hopes that this game will be a blast... I'm not hyping nor fanboy-ing, I'm just placing myself on their shoes... If Apple invited me to show my game on a conference I would be selling my house to make this game work in the timeframe that they specified, and making sure that this game would be a hit. UPDATE: By the way, I know this isn't the topic, but maybe great minds like Pacific or other mates can help me with that... Why iTunes/AppStore thrives when Valve's Steam, a very similar business model, doesn't shine as much?
Really? I read somewhere that it has 4 stream processors. The advantage with the multi-core GPUs is that they don't mean stream processors but actual cores. So it would be like running a desktop GPU in SLI or CrossFireX but with guaranteed 100% scaling. When you have 8 physical cores in a GPU, whether it is integrated or discrete, and if the developer codes for it properly, you can in fact achieve insane levels of performance. An SGX543mp8 would give you 32 shaders and 8 physical cores.
Reading posts like this makes me wonder how I were able to get a Computer Sciences degree, since I can't understand a thing...
Sorry, but I don't know what Trade school is... And I have Bachelor, and masters and doctors in HCI...
I enjoyed your post. Thanks for the compliment! Cheers! I believe it has to do with steam requiring extra steps to do what you need it to do, from a usability standpoint. The AppStore succeeds mainly because of the ease of using iTunes. That and there is built in functionality with every one of their devices. It's the one stop shop, basically. Steam only caters to certain segments of the populous (gamers), where as the AppStore caters to apps of all types and games, too. I applaud apple for brilliantly categorizing the market and finding a way to incorporate the "everything to everyone" business model. I believe they were able to figure out what people wanted before people knew what they wanted. Steam, on the other hand, caters to gamers. It's like a dedicated space, where someone has to be in the market for those goods. Kinda like buying a new car. Dunno if that makes sense. On the other hand: I started a thread, in the discussion threads. I'm inferring to infinity blade, Aralon and others without mentioning them. Sick of WAITING.
Heh I'm 14. I just read up a lot about technology on the internet. When it comes to programming, I know nothing.
What IDK has to do with number of GPUs and all? So, if someone doesn't like Computer Org or Arc, it means that he went to Trade school?