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4. Pre-Release Development
It’s
always difficult developing for a console that doesn’t yet exist. The
development team are relying on hardware or emulators that are
constantly changing and don’t really represent the final console.
Decisions are made based on best guesses and features you’ve been promised get delayed and delayed.
It’s always the same and an inevitable side effect of developing a game as the manufacturer is developing the console.
However,
Microsoft did a great job of supporting us through development. Their
tools are great and they were always really helpful whenever it came to
problems, feature requests or optimisation help.
We
don’t use .NET to build our game because we find it unsuitable for
large projects and cross-platform development. We use a system based on
Jam, but it’s a testament to the quality of Microsoft’s compiler
technology that, utilising precompiled headers and the incremental
linker, we can recompile the whole project in less than 5 minutes. A
single file can be recompiled and linked in a handful of seconds. It’s
difficult to over-emphasise the productivity gains that this gives you.
We
learnt a lot from making MotoGP and we got some things right and other
things wrong, but the acid test is always the reaction from the
journalists and public. So we were very pleased when THQ showed the
finished game at E3 2006 and it went down really well, getting a clutch
of awards including IGN Racing Game of the Show2.
THQ
launched the game in early summer and the reception has been brilliant.
Soon after, we made our annual pilgrimage to Donington Park to see
Rossi and his chums burning round the track. It’s great to see it in
real life and gives us loads of ideas for how the game could be better,
and of course… the artists can never get enough umbrella girl reference!
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http://www.gamasutra.com/features/20020626/hargreaves_01.htm
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http://uk.games.ign.com/articles/709/709355p3.html
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