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Features

Postmortem: Stardock's
Galactic Civilizations
Lessons
Learned
Don't
put too much faith into official quality control. The QA people
at Stardock and Strategy First are very good at their job. But they
are always constrained by time. As a result, it's very easy for
some subtle change in the game to get past them. What we had to
do early on is put together a pre-quality control team. This was
a team made up of developers on the game testing out other developer's
code changes. This caught more bugs than our QA team caught, and
a large percentage of these bugs would never have been caught by
any QA team because the problems were so subtle.
It's
an ongoing challenge to be able to add things quickly while making
sure that there isn't some nasty side effect. But you can imagine
how challenging it is to play test some feature that may not come
into play for two hours of game time that wrecks everything.
This
is particularly true in a strategy game. The 1.0 version of Galactic
Civilizations, for instance, didn't take the difficulty level
into account when deciding what random events would be called up.
To us, who had been playing for months, none of the events were
a very big deal. But imagine playing your very first game and a
space monster shows up and starts wiping you out while you're still
trying to figure out how to pilot the ship.
Don't
let hardcore players determine features. It is very easy, especially
for a small game developer, to let the hardcore players have a disproportional
effect on the game design. I spent a lot of time as a project manager
nixing proposed or half-completed features by someone who read an
idea from one of the "regulars". These special features
took precious time away from mainstream functionality to satisfy
a hardcore group.
Early
in development, this was especially problematic. Our young development
team was hungry for any sort of good word, so the regulars on our
forums carried a lot of weight. It was often difficult to say no
to their ideas, even if their suggestions made the game unplayable
for the vast majority of users. For a game designer, it is challenging
to differentiate between a "hardcore feature" and something
that will appeal to most people. I have a general rule of thumb
for this, which goes like this: If the person proposing the new
feature uses the phrase "You could always enable/disable this
feature from the options screen
", it's likely a hardcore
feature.
For
example, one design decision we made was to prevent the AI from
winning the game via a technology victory or an alliance victory.
The purists really objected to this. To them, if the Arceans (one
of the civilizations in the game) ally up with everyone, they should
win - too bad for the player. The hardcore players also felt the
same about the technology victory: if the Yor reach "The Final
Frontier," they should win. We nixed these two victory conditions
for the computer players, because they aren't the ones paying for
the game. As soon as the Drengin and Altarians start buying games
from our company, they can win an alliance victory. Until then,
too bad for them.
Play
the game on low-end hardware as much as you can. Galactic
Civilizations would have been a pig if it weren't for some of
us playing/developing the game at home on our lower-end hardware.
Most of my coding was done on a ThinkPad T20 (600Mhz P3) laptop.
Probably about a third of my development time was spent rewriting
the internals to improve the speed. For a 2D strategy game, it was
very slow game, and I was astonished that the beta testers didn't
complain about this more. On the Pentium IV's at our office, the
machine flew. But on the lower-end hardware, the beta version's
frame rate was very slow.
That's
because early on, we painted everything on the screen constantly.
The game might as well have been a full-screen first-person shooter
at 1024x768 - without the hardware acceleration. By working on lower-end
hardware, we made improvements that resulted in significant frame
rate increases. One change, as you might guess, was to make the
painting more intelligent. There was no need to repaint the mini-map
30 times a second - once per turn, or when a button on it was pushed,
was fine.
The
performance improvements opened up other doors. Originally the game
only supported up to 144 sectors on the largest map. But because
of the performance tuning, we could support 24x24 galaxies (over
500 sectors). It also let us do more with the computer AI. As long
as I could still play the game on my home Pentium Pro 200, then
it was fast enough. That was our threshold of pain.
If
you're working on a game on a high-end machine that came out in
the last six months, make sure you spend some serious time testing
the game on a machine used by normal people.
Wrapping
It Up
Of
all the games that I've worked on, the development of Galactic
Civilizations went the most smoothly. It stayed on budget and
on schedule throughout the project. In the process we put together
a solid team and we've retained all of our staff, so we're positioned
to develop a sequel if its economically viable, expand into other
games, or just work on a different game entirely.
As
with previous games, the most nerve-wracking part is reading the
reviews. We feel comfortable with the quality of the game. It wasn't
rushed and we think we've done a good job with it. I tend to have
a hard time not taking reviews somewhat personally - at least game
reviews. Even though our company's financial health is determined
by our non-game software, the games really are a personal development
experience. This is the best game we were capable of making at the
time. We've learned a lot from this experience and can apply that
to future endeavors. It will be interesting to see how Galactic
Civilizations fares in the real world.
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Galactic Civilizations
Developer:
Stardock
Publisher: Strategy First
Number of Full-time developers: 5
Number of Contractors: 5
Length of Development: 18 months
Release Date: March 26, 2003
Platform: PC (Windows)
Budget: $600,000
Development software used: 3D Studio Max, Visual Studio.
Development hardware used: Various PC Compatibles
Notable Technologies: BINK, Stardock Pear
Project Size: ~20 Gigabytes, released game uses around
500 megabytes.
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