For the rail example, this would mean that we make mock objects for rails, trains, train stops and signals, so different people can start implementing the behaviour in parallel, and start making it interact as they go. This is the step where we start to make the actual game objects, even when they don't even do anything at that point. We knew that we wanted to control how the intersections work, and that it should act as the largest scale logistics option, but the details weren't laid out yet. This is comparable to when we were deciding to add trains to the game. We decided and planned the general topics of the expansion. Generally the fact that the team size has increased, and there are a lot of things in the engine that we already solved, should hopefully imply that the expansion takes way less time than the base game. Honestly, making the price (and thus the expected scope) a little bit more concrete in this way, motivates us not only to make enough, but also to not overshoot, so we wouldn't spend another 9 years doing it. This is why we plan to price it at $30.00, and put in enough content to make it well worth the price. The general goal is to make the expansion feel like as big an addition as the whole vanilla game. We still don't want to be specific about many things, not even the expansion name, but we can start by giving you some general idea about the scale of the project. Well it has been less than a year and it is not finished, so we kept our word on that :).īut while it might not be finished, there is a still a lot we have done so far. Hello, long time no talk, we've got some catching up to do.Īlmost 1 year ago ( FFF-365) we said "we don't think that will take less than a year to develop".
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