TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 The Lightbringer 

 

Developer

 Rock Square Thunder 

 

Publisher

 Zordix Publishing 

 

Tags

 Indie 

 

Adventure 

 

Singleplayer 

Release

 Coming Soon 

 

Steam

 10,49€ 8,74£ 10,49$ / 30 % 

 

News

 8 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Need more reviews to generate a review score 

Steam store

 https://store.steampowered.com/app/1561660 

 
Public Linux depots

 The Lightbringer Linux [2.72 G] 




LINUX STREAMERS (0)




Introducing Dev Diary



Hello, Lightbringer Community

My name is Janusz and Im one of the developers of the game. Ive been working on writing a dev diary for you, where Ill share some tips and tricks throughout the process of developing a video game. If you have any specific topics you want me to bring up, or if you have any feedback on the posts, please let me know. I hope youll like it!

[h3]Agile Game Development Part 1: How the sausage is made[/h3]
Lets start with the Agile Manifesto:

Individuals and interactions over processes and tools
Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan


We will come back to that. But first, lets talk about games.

Typical game production looks like this:
The company decides to make a game X. Someone prepares a GDD, then the team starts building The Prototype.

Very often the majority of the team wants to have documentation of EVERYTHING.
They will tell you they cant start building the feature until they receive documentation on the feature they are making, the documentation has to contain all possibilities, otherwise, they will throw a tantrum when they find an edge case that is not documented.

So the countless pages of documentation are made by the designers. Engineers start building systems, artists create assets. Things start to shape up and it turns out the game is not fun so far. Or the designers see that what they planned simply wont work. So the changes have to be made. Most of the documentation is now outdated. Designers try to update it all. Some of the team members now have nothing to do, they are waiting for updated docs. The amount of time and money wasted like this in game companies is ridiculously high.

After some time The Prototype is ready. Now usually its used to pitch a game to the publishers. In the meantime, the production is being planned. Based on the prototype Leads prepare estimates of how many people with what skills they need. Less experienced teams will simply take the GDD and the prototype and come up with a precise (in their minds) plan, they think they know how much work will be needed. More experienced teams usually will add 30% to their precise plan, cause they know things can go wrong.

The publisher Y is interested. But they want a precise budget for the game. And a milestone plan with a precise number of assets etc.

Its impossible to accurately make something like this, but everyone pretends it isnt.

So they use their precise estimates, do some hand waving to fit it with the team they are planning. They come up with some out-of-air numbers like 20 NPCs, 100 building assets, 5 levels, and so on. They send it to the publisher. If the publisher likes it, they sign a deal, and voila! Now everything will be great, they have a precise plan after all.

You can probably guess what happens next. You have probably seen it happen time and time again. Games being delayed. Games released in a terrible state. Your Anthems and Fallout 76 releases. People crunching, sleeping on the floor in the office, divorces, bankruptcies, talented people looking for new work, AAA companies going down in flames.

And its pretty much all down to the beautiful lie that the game industry still believes in:
That games can be precisely planned, estimated, made on time, and being masterpieces on top of that.

Some companies even pull it off. Usually by crunching, sometimes by having lots of cash to set longer milestones.

The IT in general had the same ideas and the same problems. Its called Waterfall software development. And boy, did it fail. Time and time again. So people got smarter and came up with Agile. To reduce costly and surprising failures. Some super smart people (including famous Uncle Bob Martin watch his talks on YouTube, cause he is AMAZING) created Agile Manifesto to sum it up. Lets quote it again:

Individuals and interactions over processes and tools
Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan


I think you can see how the typical game production is far from this manifesto. Its the exact opposite of Agile. And its the reason its so problematic and toxic.

I think it should be enough for one post. I want you to digest it all and think about what you think should change. How would you approach fixing this mess? And I will share my ideas in part 2 of this series.

Have a great day,
Janusz Tarczykowski


[ 2021-04-12 20:02:05 CET ] [ Original post ]