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A post release Harbinger development report by Andi Muir was posted at RPGVault today. Here's an excerpt:
was going to take the easy way out and talk about how hard it actually is to make and release a PC game today. Our art director Steve Macomber is answering an interview as I type this, and he interrupted me to ask what I thought the hardest thing to get right was. All I could manage was a stammering uh... everything. The rendering code went through a couple of iterations. The AI code went through at least four, and I don't even want to think about how much time was spent hammering out Harbinger's story and writing style. The "development is hard" rant is a painfully easy thing to knock out, but let's face it, it's been said a million times by a million different people already, and these days, life itself is hard. I look forward to going to work. To putting some sweet ska music into my CD player, firing up Visual C++, and bending the machine's will to my own. It's a joy. Making games is easy. It's the rest of life that makes me tear my hair out. Expect our Harbinger review today. |
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