Just spotted this developer's post over at the Larian forums. It was written by Swen "Lar" Vincke, Larian Studios' CEO and it contains a quite interesting statistics on what the team still needs to take care of until they can finally release the demo of their highly anticipated fantasy RPG Divine Divinity. Just by looking at the bare numbers it becomes obvious why QA (Quality Assurance) is taking them so long.
Here we go:Hi all,
Given that we still have a huge amount of QA and balancing to go through , I don't think the demo will be released this year. To make that process go faster, we're btw setting up a new inhouse QA team. More info to come up soon, as we're also looking for people to staff that new QA team. To give you an idea of the testing effort we are facing, here are some stats from the game:
· 6947 object types, each object being defined by up to 57 data fields with 1409 object combinations being defined on them, a total of 395979 data fields
· 343 different monsters and non player characters, totalling 31899 data fields and 9858 animations.
· 289 user interface icon actions
· 357 wearable items, each having 38 properties totalling 13566 data fields
· 70 vital story npcs, 250 subquest npcs, 550 supporting npcs
· 588 minor subquests
· 412 dialogs, 235 book excerpts,
· 96 skills yielding 880 skill data fields
· 6 player characters consisting of approximately 960,000 individual frames
· 78 treasure tables, each table consisting of on average 800 data fields, yielding 62400 data fields
· 1841 different sounds
Lar
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