[Home] [Groups] - Message: [Prev in Group] [Next in Group]
19778: RE: Higher barrier to entry? was RE: [MUD-Dev] NEWS: Blizzard Ent ertainment announces World of Warcraft
[Full Header] [Plain Text]
From: Daniel.Harman@barclayscapital.com
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 19 Sep 2001 12:26:31 +0100
Organization: Kanga.Nu
> -----Original Message-----
> From: Brian Hook [mailto:bwh@wksoftware.com]
> So our strategy is to control costs and target small, but
> interested, markets. Our first game will be a single player space
> flight sim shoot 'em up type thing, and it will be released after
> 4 months of development work by TWO people. It's not going to be
> earth shattering, but it will be cheap, fun, easy to play and will
> run on any computer sold since 1998 (and RealArcade will probably
> be our distribution mechanism).
I'm interested to know how you are generating the gfx resources?
This always seems the most difficult aspect to me - I know I can
write a 3d engine, hell I could probably implement boned character
models etc, but I know for sure I couldn't make the models
themselves. I've read up on a lot of project post-mortems on
gamasutra with particular interest in small teams, the overall trend
seems to be that whilst you can get by with a couple of coders, you
can't shave the art team too much.
(I am of course only refering to graphical products here!)
Dan
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev