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 2)
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on Jan 12, 2006
Draginol is one of several names used by Brad Wardell, CEO and founder of Stardock. Usually he goes by Frogboy, and I think I've seen him use an account with his real name once. As for why the Draginol persona is only a Veteran, I don't know. The ways of the gods are mysterious.
on Jan 12, 2006

LOL.  Yea, Draginol is the account I use on most forums. It's my personal account.

http://en.wikipedia.org/wiki/Brad_Wardell

on Jan 13, 2006
I'm afraid all I can offer is food and moral support but I will keep offering it as long as needed. The GalCiv II is a great bunch of people. I can attest that they are putting everything they've got into this game.
on Jan 13, 2006
LOL. Yea, Draginol is the account I use on most forums. It's my personal account.


Well, I feel foolish now. Although I thought it somewhat odd that Draginol and Frogboy both talked about having founded Stardock, I'd never actually quite put it together that both persona belonged to Brad. And it only took me 3 years to figure that out too! [walks away very embarrassed]
on Jan 13, 2006
Jilluser:
I'm afraid all I can offer is food and moral support


Based on another post about buns in ovens . . . I guess you offered more than food and moral support.

Congrats to you and Brad.
on Jan 13, 2006
I guess you offered more than food and moral support.


Only to Brad, not the entire team
on Jan 13, 2006
Will we see the Dreadlords appear in the normal sandbox game?
on Jan 13, 2006
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 ng 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.


On the other hand, encountering obstacles like this makes the final game more bug-free. Bugs that stem from implimentation-specific quirks are terribly hard to catch until a new implimentation (of the same specification) turns up, since you never know when Microsoft might release a new DirectX that breaks features of the game that only worked on platforms other than Windows ME...

I would never buy anything Apple, but I applaud their operating system development effort, which maintained a version on both x86 and Gx platforms, partly for this very reason.

Soren from Firaxis (Designer of Civilization IV) has been on the beta and has been providing some really useful suggestions.


That's one of the coolest things I've ever heard from any game developer. In fact, I've never heard anything like it before.

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.


Bear in mind that enhanced moddicapabilities can be just as effective at offloading work as enhanced multithreading In my experience, making things easier for users to adjust also makes them easier for me to adjust...


Sounds like everything is coming together nicely!

-Cherry
on Jan 13, 2006
Will we see the Dreadlords appear in the normal sandbox game?


Hey, that's a good question. I hadn't even thought to ask that until you brought it up. Can anyone answer this?
on Jan 14, 2006
Not in 1.0, but perhaps the bonus pack will have a Dreadlords random event where they appear, or actually have them as one of the selectable races (though that would take more work)
on Jan 14, 2006
Not in 1.0, but perhaps the bonus pack will have a Dreadlords random event where they appear, or actually have them as one of the selectable races (though that would take more work)


It wouldn't bother me if I couldn't play as them, since what little I've gleaned about the Dreadlords indicates they would be awfully overpowered (and therefore it'd be too easy to win the game playing as them). It would be cool to have them as a random event, though--sort of like when the Borg show up in Birth of the Federation.
on Jan 14, 2006
It seems a shame all that hard work with the movies,ships,ect because of the Dreadlords, just to have them in one scenario that most people will only play once.We need them in the sandbox mode.
on Jan 14, 2006

Odds are the Dread Lords will make it into sandbox mode in one of the 1.x releases.

When Stardock ships a game, we don't just do bug fixes, we keep updating the game for free with new features for some time.

on Jan 14, 2006
Dread Lords in sandbox mode? As a possible update?

THIS is why I love you, Stardock. =D
on Jan 14, 2006
Yeah, like some king of medieval, 'Draginol' hides behind alteregos to see the peasants for himself
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