~vIsitor~ said in Resource #'s:
Just ask a TC maker; resource limits are the bane of creativity, and, ultimately, the life-span of a plug-in.
I rather think that the desire to impress by size rather than story and gameplay that afflicts so many developers might be a more significant bane.
Trinix said in Resource #'s:
In response to DA, I agree the making of EVN took awhile, and was difficult.
Just to make sure things are in proportion, Matt and the crew at ATMOS ended up spending several more years struggling with mission-trees and the like than they anticipated when they signed on to publish EV Nova , and didnt see any money until the game was released. Count back to the development of Escape Velocity in the 1990s, and remember that these people have families and day jobs, and it really starts to add up.
@trinix, on Aug 23 2007, 09:44 PM, said:
But those decisions have been made, and so we live with them.
Most of the important decisions were back in the mid-1990s, when the original Escape Velocity was a RAM hog which took several minutes to load on most peoples computers, and slowed down to a crawl if there were more than about ten ships in a system. EV Nova itself was limited by the age of its code base, and many of the improvements it introduced were already incremental changes to the incremental changes that had been made for EV Override , and youre now asking for this to happen again.
Over the long term, that isnt the sort of approach that produces a strong or stable programme. Despite the impressiveness of what Matt has achieved over the years, at this stage I would be extremely sceptical of any plans for a new Escape Velocity which involved using significant amounts of the existing code.
@trinix, on Aug 23 2007, 09:44 PM, said:
And why must we get Matt to code or supervise it, if he didn't want to?
The question is, if Matt didnt write it, who would? Though they sometimes give a good impression of it, Ambrosia is not a major development house with enormous teams of programmers, writers, and artists on staff who could initiate such a task on their own; most of their products, especially games, are created by external developers (like Matt) who then bring them to Ambrosia to be published. Almost all of Ambrosias employees are in customer service, administration, and other day-to-day operations. The rights to the Escape Velocity name are by far the least significant obstacle to the creation of the next great shareware space adventure for Macintosh.