Release date

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Susi

FNG / Fresh Meat
Jan 31, 2008
457
295
0
Finland
"It's ready when it's ready." Developers must love being able to say that.
It means they're so rich and successful they don't have to worry about trivialities
like release dates.

-Eurogamer about Alan Wake and Remedy Entertainment

Tripwire have propaply the same situation. :D :D :D
 

Donder

FNG / Fresh Meat
May 6, 2010
2
0
1
And on top of the no release window bit, Tripwire is also looking to host a major beta test. How long that lasts can't be determined yet either.


had to get myself a forum account just to say

Where do I apply :)




-- just a long... long time forum lurker --
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,575
4,165
113
Average game development time when new engine is involved is 3 to 5 years. And that is for teams with near 100 developers.
 

JOHN_MACCLANE

FNG / Fresh Meat
Jan 22, 2007
232
54
0
:)

:)

icon1.gif
G41(W) images needed



So, with that said, my problem is this, I cannot find sufficient reference of a G41(W) rifle. I have some reference but not enough to model the weapon very accurately.

This site is amazing and the knowledge everyone brings to the table is impressive which is why I'm posting here. If anyone has a G41(W) and is willing to take some really nice pictures of it, everyone here at Tripwire would be greatly appreciative.

http://forums.gunboards.com/showthread.php?166867-G41(W)-images-needed

More we wait, more GREAT ROS will be ! ;)


TRIPWIRE, have you solve your problem with the G41 W ?
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
"It's ready when it's ready." Developers must love being able to say that. It means they're so rich and successful they don't have to worry about trivialities like release dates.

-Eurogamer about Alan Wake and Remedy Entertainment

Tripwire have propaply the same situation. :D :D :D

one could also point out that TW made that their motto even before they became "rich and successful". idea, if you're so "rich and successful", maybe hire more staff so production doesn't take half a decade? 3-5 years for a dev team of 100.....must be union workers :D
 

Susi

FNG / Fresh Meat
Jan 31, 2008
457
295
0
Finland
Well Yoshiro is quite right. Game developing goes slower and slower every year and studious come bigger and bigger, and games shorter and shorter.

Is all because of price of the gfx.

How ever even that 100 sounds much it isnt, because there are voice actors
and motion capture actors and motion capture specialist and those who crawling on the fores to get some sound effects etc.
 

Wili

FNG / Fresh Meat
May 3, 2006
56
3
0
Hello, I Believe Oleg is working more than 6 years on the release of Storm of war Battle of Britain (Sturmovik 2). They are working with a new engine made from scratch I believe; I hope he releases the game before he dies hehehe.
 

Silentspy

FNG / Fresh Meat
Apr 13, 2010
16
1
0
And on top of the no release window bit, Tripwire is also looking to host a major beta test. How long that lasts can't be determined yet either.

its good TWI wants a beta, so we can find those nasty bugs rather then have them on release
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0

might want to take a look at the continuation of explaintions concerning the exceptions and possible solutions to the "law" as well as the impact of open source development.

[URL="http://en.wikipedia.org/wiki/Brooks's_law"][URL="http://en.wikipedia.org/wiki/Brooks's_law"][url]http://en.wikipedia.org/wiki/Brooks's_law[/URL][/URL][/URL]

idk why it's even referred to as a "law" because it really isn't a law but just a theory as his conclusions do not all universally apply to all development cases and situations concerning the quantity of workers involved with/added to the project. he himself even called it an "oversimplification". it's based on too many assumptions that he drew from his own experiences at IBM and look at the date of publication (1975)......things have changed dramatically over the past 35 years, like for example communication issues which he attributes to being one of the main causes for his hypothesis. today, people have email, cell phones, pages, instant messengers, webcams, skype, texting etc.... and communication is (guesstimation here) 100x easier today than it was when he was making his conclusions.

this example would almost be like claiming Murphy's Laws is actually a valid "law" ;)
 

Case

Data Hippo... in the pants
Nov 21, 2005
348
27
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Santa Fe, NM
might want to take a look at the continuation of explaintions concerning the exceptions and possible solutions to the "law" as well as the impact of open source development.

http://en.wikipedia.org/wiki/Brooks's_lawhttp://en.wikipedia.org/wiki/Brooks's_lawhttp://en.wikipedia.org/wiki/Brooks's_law[url]http://en.wikipedia.org/wiki/Brooks's_law[/URL]

idk why it's even referred to as a "law" because it really isn't a law but just a theory as his conclusions do not all universally apply to all development cases and situations concerning the quantity of workers involved with/added to the project. he himself even called it an "oversimplification". it's based on too many assumptions that he drew from his own experiences at IBM and look at the date of publication (1975)......things have changed dramatically over the past 35 years, like for example communication issues which he attributes to being one of the main causes for his hypothesis. today, people have email, cell phones, pages, instant messengers, webcams, skype, texting etc.... and communication is (guesstimation here) 100x easier today than it was when he was making his conclusions.

this example would almost be like claiming Murphy's Laws is actually a valid "law" ;)

I know that Brooks has backed off of his original thesis some but the generalization still holds in my experience. And it's not just IT, it's any sufficiently complex endeavour. It's incredibly common to hear "it was easier to just do it myself." Delegation of tasks to new team members, especially for an established project with standards and expectations, is incredibly difficult and time consuming. Hiring new people and expecting it to have a big impact on a project that's been in the works for 3 or 4 years is asking a lot.
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,228
1,982
0
The RO Elitist's piano bar
www.youtube.com
It looks unbelieveable.
[url]http://download.softclub.ru/pub/il2pict/shot_20091204_161805.jpg[/URL]

Its so weird that in flight games the realism and historical accuracy is
more like a rule than exception.

But in shooters historical accuracy is more like a bugbear, who should
be sucked to vacuum cleaner so that no-one notice.

Anyways nice to have that one exception.
SO true ... with shooters historical accuracy definitely falls in the optional category, whereas even somewhat arcade flight games often come under scrutiny for intense historical accuracy, at least with respect to how the planes look.
 

PNV

FNG / Fresh Meat
Jun 21, 2006
1,519
87
0
The Peninsula
For certain reasons, flight games do not have the appeal that shooters do, and thus those who are interested in them usually already have some kind of interest in aviation outside of gaming. As a result, you see more criticism towards the arcade games. Although HAWX is somewhat popular among the mainstream, a similar game will probably never reach the popularity of a game like Call of Duty.

With shooters, a lot of people like fast-paced action, and you don't necessarily have to be a gamer to be able to enjoy playing a shooter at a friend's house or something. You may not be necessarily interested in the military, weapons, or related subjects, but you can still find entertainment in shooters. Because of that, those who actually are interested in those subjects have their own little niche, and it will probably remain that way.
 

heady89

FNG / Fresh Meat
Aug 6, 2007
630
236
0
Sweden, Linkoping/Mjolby
It looks unbelieveable.
http://download.softclub.ru/pub/il2pict/shot_20091204_161805.jpghttp://download.softclub.ru/pub/il2pict/shot_20091204_161805.jpg

Its so weird that in flight games the realism and historical accuracy is
more like a rule than exception.

But in shooters historical accuracy is more like a bugbear, who should
be sucked to vacuum cleaner so that no-one notice.

Anyways nice to have that one exception.

Not very weird at all.
Usually shooters appeal to more folks, flight simulators are usually a niche within a niche you've to like aviation, the setting and then the question is, do you like it realistic or not?

IL2 Sturmovik, LockON and DCS have dominated the Combat sim market for years and will continue to do so. I am glad that there still are developers out there making games with passion such as TripWire and 1c Maddox Games with their new Storm of War.

All to often these days, developers/publishers >>only<< care about money and don't seem to be putting any passion and dedication into their products.. *cough* IW,ACTIVISION,EA,UBISOFT, etc etc *cough*
 
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NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
0
SO true ... with shooters historical accuracy definitely falls in the optional category, whereas even somewhat arcade flight games often come under scrutiny for intense historical accuracy, at least with respect to how the planes look.

Well it's probably because flight games have to have some basis in reality for it to "work". I mean otherwise it's not a flight sim it's a superman sim ;)

If you don't have all the physics of flight, damage model, etc. down it doesn't feel like you're flying a plane. Personally I'm glad of it. If you want a great "arcady" flight sim try Freespace 2. It's not really arcade though, it's just that it's space-based so there's a lot more leeway with how the ships fly. Great great game.

In COD it may be unrealistic but it still *feels* like you're a d00d in a warzone (more or less at least).