GalCiv: That extra month of development
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Stardock Forums
I've read on-line that some people are disappointed that we delayed the release of GalCiv by a month so that we could coordinate with our friends at Infogrames with the release of MOO3.
But that extra month made a big difference. Not in terms of bug squashing (though it did let us fix some "cheese" tactics reported by beta testers in diplomacy).
But in terms of overall game fun. Let me be specific:
Normally the last month of development is a frenzy of people working 18 hour days. Anyone who's every made a commercial game can tell you that. The game gets finished and put out the door and usually not heavily play tested for "fun". It goes through QA but that's meant to fix serious bugs.
But with that extra month, our last month was spent playing the game all day. Making a little tweak here. A bit of extra text there. Another event here. And so on. The art guys used the extra month to thrown in a few extra "mini cut scenes". And I was able to spend that extra month playing the game and adjust the AI difficulties, add more intelligence and actually PENALIZE the AI in money/resources at "bright" intelligence and below since that extra month allowed for a lot more observation of strategy pattern matching.
So we'd play the game and see something and think "Hmm, the AI should have accepted that deal." or "Hmm, the AI should have noticed I was beefing up my star bases with culture and weapons" and so on.
So the net result is that the game you buy at the store will be a lot more mature and polished and played out.
So the real winners from that extra month were you guys. The difference between beta 5 and the final RC is very significant from a fun point of view.
And over the coming months, we hope to keep providing you with additional reasons to keep playing the game.
But that extra month made a big difference. Not in terms of bug squashing (though it did let us fix some "cheese" tactics reported by beta testers in diplomacy).
But in terms of overall game fun. Let me be specific:
Normally the last month of development is a frenzy of people working 18 hour days. Anyone who's every made a commercial game can tell you that. The game gets finished and put out the door and usually not heavily play tested for "fun". It goes through QA but that's meant to fix serious bugs.
But with that extra month, our last month was spent playing the game all day. Making a little tweak here. A bit of extra text there. Another event here. And so on. The art guys used the extra month to thrown in a few extra "mini cut scenes". And I was able to spend that extra month playing the game and adjust the AI difficulties, add more intelligence and actually PENALIZE the AI in money/resources at "bright" intelligence and below since that extra month allowed for a lot more observation of strategy pattern matching.
So we'd play the game and see something and think "Hmm, the AI should have accepted that deal." or "Hmm, the AI should have noticed I was beefing up my star bases with culture and weapons" and so on.
So the net result is that the game you buy at the store will be a lot more mature and polished and played out.
So the real winners from that extra month were you guys. The difference between beta 5 and the final RC is very significant from a fun point of view.
And over the coming months, we hope to keep providing you with additional reasons to keep playing the game.