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by Scott Alden
Gamasutra
[Author's Bio]
December 20, 2000



Ritual Entertainment's Heavy Metal: F.A.K.K. 2

What Went Right

What Went Wrong

In the End

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Postmortem: Ritual Entertainment's
Heavy Metal: F.A.K.K. 2

In the End

Even though F.A.K.K. 2 had its share of development problems, we are very proud of what we accomplished with the game. While the design of the game was not always as well defined as some of the team members would have liked, we still were able to create an incredibly fun third-person action game in just under 18 months. We feel that F.A.K.K. 2 is our best game to date, and our future games will only benefit from the experiences we had during its development.

Ritual Entertainment
Heavy Metal: F.A.K.K. 2

Publisher: Gathering of Developers

Project length:
18 months

Number of full-time developers:
11-18

Number of contractors:
1

Budget:
Approx. $2 million

Release date:
July 31, 2000

Platforms:
Windows 95/98/NT

Development hardware used: 450MHz Pentium IIs with 256MB RAM, TNT2 Ultras, and 13GB hard drives.

Development software used:
Visual C++ 6.0, Photoshop 5.0, 3D Studio Max 3.1, Deep Paint 3D

Notable technologies:
Quake 3 engine from id Software, RAD Game Tools' Miles Sound System, InstallShield 6.2, DemoShield 6.51, Robocopy 1.96 (from the Windows NT Resource Kit)

Project size:
364,825 lines of code; 11,519 files



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Heavy Metal: F.A.K.K. 2


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