Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Surviving game development
Published on January 11, 2006 By Draginol In GalCiv Journals

The hours are starting to get to us. 

Stardock, as a company, is 7/8's a Windows desktop software developer and 1/8th game developer/publisher. At least, that's how revenue in 4th quarter came out to be.  It's not that the games do so badly but rather our other products are so popular.

But right now, nearly everyone in the office is on Galactic Civilizations II.  One thing that really hurt us is turn-over.  In all the years we've done games, we've never had anyone leave a game project before it was done.  This time, we had two people leave.  They left on good terms but the fact is, despite what Game Developer Magazine occasionally writes, game development doesn't pay nearly as well as regular software development and in both cases, they left game development for "Regular" development jobs.  One was an engine developer and one was a key animator.  And on a project like this, it's hard to absorb those kinds of losses.

And so we do our best with what we've got.  We've put more people on the project from other areas so that the core team can focus on the things that only they can do and the parts that others can do can be done by newcomers to the project.

It's times like these that I can understand why many developers find console development so appealing.  Why does configuration X have giant stars? Dunno.  Why are the textures getting funny on configuration Y? Dunno.  Why are the overlays disappearing on configuration Z? I dunno.  I can definitely see why Civilization 4 went Windows XP-only.  But we want to make sure Windows 98, ME, and 2000 gamers can play our game.  Luckily, our non-game testing center is now on GalCiv II so all those "I dunnos" are quickly becoming knowns.  But time grows short and the hours grow long.

We also have a lot of "It would be nice to have".  Soren from Firaxis (Designer of Civilization IV) has been on the beta and has been providing some really useful suggestions.  For instance, now when there are no more units to move, the turn button glows green a bit to indicate to the player that it's okay to hit the turn button.  A number of other tweaks and changes have been made based on his feedback.  Since Civilization IV came out, we've been trying to avoid "stealing" too many ideas from that game.  But I love Civ 4 so much. It's how game design should be done.  GalCiv II is very different in most ways but there are enough 4X user interface similarities that there are some nice touches such as the visual turn button cue that we can add in.

The cut-scenes are most worrisome.  We have a lot of video in this game -- far more than any other 4X strategy game probably ever.  The dynamic campaign is meant to convey the story of the Dread Lords and so we want to present that story.  The screenshot you see on the left is a single frame from a cut-scene from the campaign.

The team has been putting in 12 to 14 hour days now since we got back from Christmas break.  We've got another two weeks to go before we have to wrap it up and send it to manufacturing so that we're at stores on February 25th.

At least I can honestly say that the game is turning out very well.  Everyone we have had play these last few builds have remarked at how fun it is and how much better than the first one it is. 

A few stats:

Music: GalCiv I had about 10 minutes of music.  GalCiv II have over an hour of music.  Video: GalCiv I had a handful of cutscenes of various quality.  GalCiv II has a LOT of cut-scenes.  And I don't think the gameplay is even remotely comparable now.  Going back and playing GalCiv I is painful -- no zoom out, weird interface, limited strategic options, ugly graphics, inconsistent pacing.  GalCiv I was a good game -- for an indie developer.  GalCiv II takes it to a whole new level (I think anyway).

 

 

 


Comments (Page 1)
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on Jan 11, 2006
When the champagne arrives ring a toast to the other folks that put in an automatic 12 hour day as well as yourselves. I am impressed with what I am seeing right now. Can only imagine how well it will be when finished.

The last version of Galactic Civilization came with me when I left the United States behind on my final submarine mission in a long career. Funny, it used to be fun, going places that no one else had gone, seeing things that never happened. I miss the people but I do not miss the long times away.

GalCiv kept me sane for 188 days, of which 5 or so days were spent in a really really cold place that had no daylight when we were there. That was pretty much it. The rest of the days were underwater. Can not really play Multiplayer games there ya know. Get up at 2245, shave, maybe take a shower after you use the head, shower... lets see step in nude, 2x2 square stainless chamber turn water on get wet. Turn water off, soap down, wash hair turn water back on rinse off. Thats it .

Let see on watch after raviolli for the 4 time this week and peanut butter at 2330. Get off watch at 0545 or so. Monitor and help the Chief of the Watch with cleanup. Make sure the Officer of the Deck has his after watch report right to the Commanding Officer. Monitor trash shoot. Ensure wakes are done for morning training. Monitor morning training. Go work out, or you will get to fat to get out the hatch . About 1030 than, relax with GalCiv for about an hour or so. Go to the bunk (72" long, 28" wide, 26" tall.) Sometime continue GalCiv there just because you need that next turn to kick some Altarian butt. IMHO they are worse than the Drengi if you slip on what I think they believe humans should be at for alignment.

Okay to sleep, get up at 1645... start above all over minus its not midrats and your going to miss the evening movie.

ENOUGH about that life though. Point is, I was not the only one playing that game that needed it for my own diversion or sanity... and remember... we have really really big "bullets"

Thanks from the heart. I know I feel your all doing a terrific job.
W/R
Suralle Straykat
Chief Electronics Technician, US Naval Submarine Force.
on Jan 12, 2006
The team has been putting in 12 to 14 hour days now since we got back from Christmas break. We've got another two weeks to go before we have to wrap it up and send it to manufacturing so that we're at stores on February 25th.


Ugh, ugh, ugh. You definitely have my sympathies, Draginol (not that my sympathy means a whole lot to you, I'm sure!). Even though I know you get paid for it, it's stuff like this that leaves no doubt that making games is a labor of love for most of the folks that do so. Very few people willingly sign on for these kinds of hours--even if it *is* only for the for the last month or two before release--unless you truly enjoy what you're doing. My hat's off to you, Brad, CariElf, and everyone else on the dev team as well. I hope you're all going to be taking a nice, long vacation after GalCiv 2 ships!

At least I can honestly say that the game is turning out very well. Everyone we have had play these last few builds have remarked at how fun it is and how much better than the first one it is.


Which given that you've been short-handed *on top* of how ragged everyone must be starting to become at this point, is all the more impressive. I just hope you all don't have a collective stroke and die on us; that would be very bad!

Since Civilization IV came out, we've been trying to avoid "stealing" too many ideas from that game.


Well you know what they say: "Good games borrow ideas from other games....*great* games steal them outright." And from everything I've seen so far, I'm pretty sure GalCiv 2 is going to be a great game. If nothing else, I'm continually surprised (in a good way) with how you guys really do listen to us and answer our constant questions and actually incorporate some of our suggestions into the game. Just as (if not even more) impressive is how Stardock continues to support their games for months after its release. It's why I bought GalCiv, even though it admittedly turned out to not be my favorite game in the world (although still fun). And it's why I've pre-ordered the sequel--which is the first time I've *ever* done that, by the way! (I almost always wait for the reviews to come out before I purchase any gaming title, no matter how much I'm lookin forward to it.) From my experience with the original GalCiv, I now know that you guys are more on the ball with patching and supporting your games than just about any other developer I've even *heard* of (much less ones I've had direct experience with).

Anyway, I just wanted to finish off my sucking-up here by thanking everyone for their all their hard work, and especially yours, Draginol. Despite being as insanely busy as you must be right now, it's great that you still put up these journal entries and let us take a peek into the game and into your guys' world!
on Jan 12, 2006
I couldn't agree more with the last speaker, besides one point, I hope you don't go too long on a holliday because some extra's and patches would be nice!
on Jan 12, 2006
I just want to say THANK YOU...i am totally addicted to 4x strategy games and especially 4x space strategy games. I've had GalCiv since release and am still playing it a lot...it's a fantastic game. Be assured that i'll buy GalCiv II asap.
Thank you for feeding our imagination with amazing worlds and strange creatures.

Whenever you come to Switzerland, tell me and i'll arrange you a couple of days in the mountains
on Jan 12, 2006
Brad, I'm impressed. Coming from a college kid with limited spending cash, I have to say that from the screenshots you've put up, this game looks like one worth buying.

Keep up the good work.
on Jan 12, 2006
Excellent game and excellent group of people. Sometimes is better to let go those that are not happy with the place where they work and keep those who want to stay. You will find at the end of the day that productivity increases and the whole atmosphere on the place becomes more pleasant, things that seemed to be negative suddenly become positive and the smiles return to the faces of those who enjoy what they are doing no matter of the monetary pay-off. At my workplace right now we are going thru the same problems, in our case we have to let someone go and it is a big burden to go thru the whole thing but already we are breathing a cleaner air and things that seem to be hard to solve now are becoming easier to fix.
on Jan 12, 2006
I love Stardock games. I know when I buy a Stardock game it will work on my system, work correctly, and be more fun than other games. The Corporate Machine, the Political Machine, GalCiv... all wonderful. This can only add to your legacy.

I'm glad someone thinks it's worth it to finish a game before shipping it.
on Jan 12, 2006
All I can say is... THANKS FOR ALL THE HARD WORK! The GalCiv2 team has been doing a great job! And it is being appreciated!
on Jan 12, 2006
Beta 5 (GalCiv2 0.80a[b].002) looks good and is proving to be much more stable than Beta 4 (0.79), which of course makes it much more fun to play. I have noticed that if I hibernate my computer (P4 512Mb WinXP SP2), often when I resume, GalCiv2 crashes.

My biggest compliant is GalGiv2's large memory footprint of about 600Mb total (counting both physical and virtual). Since my computer only has 512Mb and the game does not require the Internet, I disable networking and shutdown all the services that support/secure it, before running the game to save memory. Still saving/restoring the game takes about 5 minutes (probably because of swapping).

Those of you playing the gamma release 0.90, has GalGiv2's appetite for memory decreased? Will this be improved in the final release?

Stardock wants Windows 98, ME, and 2000 gamers to be able to play the game; however, older computers running those older OSes likely won't have the necessary memory and CPU power to play GalCiv2.
on Jan 12, 2006
Who left the GalCiv team? Inquiring minds want to know!
on Jan 12, 2006
We got the memory foot print down to around 300MB which is less than most PC games these days and most of that is swapped out to disk. 
on Jan 12, 2006
Cool game, done it right, nearly no bugs.
Thats how a game should be done !
I know it was no 'one-day job' and you did get a fine overall result for it.
Hope you get the best space strategy %-s from anyone, I think you have just beaten MOO2 !

Now get some sleep anyone!

( I would like that next time you work on a tactical-RPG style game in the same universe of GC2 )
on Jan 12, 2006
Excellent work for an excellent game from all. Don't strain yourselves too much now!
on Jan 12, 2006
We got the memory foot print down to around 300MB which is less than most PC games these days and most of that is swapped out to disk.


COOL! 300MB is much better than 600MB! I thought only Diplomat and above has access to the gamma releases, so how would a Veteran know?
on Jan 12, 2006
I only wanna know when I should make out the check to buy finished product so you can collect the spoils you so richly deserve!

Seriously, I wanna buy the game as soon as I can. From reading up on it, it seems to be headed for true winner.

Thanks for keeping us informed on it, and thank your team for all their hard work and efforts.
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