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by chongli
665 days ago
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That may be the proximate cause of the issues but the ultimate cause was the development methodology. There was absolutely zero reason for the game to not be in a playable state throughout the development lifecycle given that they had Shogun 2 — an incredibly polished and well-built game — to work from. This was a management own-goal as far as I’m concerned. Go back in time to the beginning of the Rome 2 lifecycle and simply proceed by iteration. Maintain playability throughout. This would’ve given them a much longer lead time on major issues with the gameplay. It’s absolutely crazy to me that they would tear Shogun 2 down to its individual components and work on them all separately without maintaining a playable version of the game. A ton of it could be done with continuous integration, where they just have a couple of CI servers sitting in the office running the nightly build in an all-AI automated fashion. Heck you could even plug in a monitor to the server so that people can just walk over and watch the AI vs AI battles as a sanity check. The other baffling part of the whole thing is how little communication was going on. I mean it’s baffling in terms of good design and development practices but it’s understandable from a dysfunctional management perspective. |
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Tearing up any part of the game engine (which dates to the late 90s) is sure to have big breaking consequences for other teams and any half decent project manager or mid level manager should be aware that this cannot be done in parallel with other activities without first really carefully communicating and engineering interfaces.
Any sort of navmesh rewrite or fix in the engine would ideally be done BEFORE non artistic assets are laid out. Ideally, they should have set out to automate the mesh generation and built artist tools for mesh editing as a major goal.