When [John]
Carmack was on vacation with his wife, he ended up playing some games on her cellphone, and he realized that the games weren't any good. He then decided he was going to make a good mobile game. When he got back from his vacation he revealed that he had started working on
Doom RPG.
Уже несколько дней играю, не могу оторваться. (На
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Я про них читал. После Doom RPG погоняю.
In hindsight, we made a strategic mistake at the start of
O&E development. [...] O&E development was started high-end first with
the low-end versions done afterwards. I should have known better (Anna
was certainly suspicious), because it is always easier to add flashy
features without introducing any negatives than it is to chop things
out without damaging the core value of a game. The high end version is
really wonderful, with all the graphics, sound, and gameplay we aimed
for, but when we went to do the low end versions, we found that even
after cutting the media as we planned, we were still a long way over
the 280k java application limit. Rather than just butchering it, we
went for pain, suffering, and schedule slippage, eventually delivering
a game that still maintained high quality after the de-scoping (the
low end platforms still represent the majority of the market). It
would have been much easier to go the other way, but the high end
phone users will be happy with our mistake.
-- John Carmack's blog, "Orcs & Elves"
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