|
What
Went Wrong
As much
as some things sound like great ideas, they often aren’t. Here are the
top contenders for our biggest mistakes.
1.
Too much, too soon
The spec
for this game was more than a little overboard. It originally targeted
the PlayStation, Macintosh, and PC. It had networking, supported 3D
hardware, used motion capture, and contained support for just about
everything else you could want in a game. It was also on a 15-month
development cycle. To top it off, Zombie was writing the entire engine
from scratch. On the up side, there was a healthy budget.
We dropped
the Macintosh version right away, and we terminated the PlayStation
version at alpha (when it was still running at five to eight FPS). Networking
support was postponed for an expansion pack a year into development.
While setting our sights so high was clearly the reason we got so far,
dropping this many versions and features along the way was worse than
anyone expected. I blame publishers as much as developers in this kind
of situation. Publishers go through more product cycles than developers
do, and should have some past experience telling them what is realistic
to achieve. We learned the hard way what’s possible to accomplish in
15 months; as a result, we completed the game in 20.
2.
Getting the team
The last
thing that I expected was that it would be hard to find good programmers
in Seattle. I was hired at the start of SpecOps’ development
and didn’t manage to bring the entire programming staff on board for
nearly seven months. Needless to say, this caused substantial delays.
We had similar problems hiring the art team. During the first months,
the employees we hired burned out because they were trying to accomplish
the duties of several people. I’m not sure what can be learned from
this, but planning around such problems in the future will save some
headaches.
3.
Losing the art leads
About
a month before E3 ‘97 rolled around, our art lead and a senior artist
decided to leave the company. I had designed most of Viper’s capabilities
with them, and losing them at that critical time really devastated the
project. With a little luck and some amazing dedication, we found people
to fill in for them. We showed up at E3 last year with some wonderful
art. Losing key staff just happens sometimes, and there’s little that
you can do about it but pick your chin up and wait for someone else
to come along.
4.
Losing the publisher
Right
around E3 ‘97, we heard that our publisher, BMG Interactive, was planning
to go out of business. It was not clear if our game would make it to
the shelves, although BMG tried to assure us that everything was fine.
After many months of things being up in the air, Ripcord Games came
in and bought the title. In the interim, however, we lost morale, and
there was some misdirection in our work effort. Ripcord came onto the
scene so late that it had to really rush to get a marketing campaign
going. Nobody wants something like this to happen, but it comes with
the territory.
5.
Networking
As mentioned
earlier, at one point we mitigated being over schedule by dropping networking
capabilities from the release. I don’t think anyone actually believed
that this was a good idea, but it somehow it happened anyway. The fact
is that as much as 3D acceleration is the future, so is networking.
Luckily, the gaming community has been taking it soft on us, and we’re
working hard to get out an expansion pack that has a variety of network
play options.
That pretty
much concludes the walkthough of the major components of the Viper engine
and the problems we had while creating the title. While I could only
really touch on the major issues we faced and the solutions we devised,
hopefully it’s enough to make the efforts of other developers a little
easier. If there’s a component of the Viper engine that you would like
to see explained in further detail, please let me know. I encourage
other developers to describe their projects in similar detail, so that
we can learn from each other’s mistakes as well as successes.
 |
|
Zombie's
SpecOps
development team.
|
SpecOps:
Rangers Lead the Way
Zombie
Virtual Studios
114 1/2 First Avenue South
Seattle, WA, 98104
(206) 623-9655
http://www.zombie.com
Core
programming team: 5; total contributing programmers: 13.
Time
in development: 15 month development cycle, extended to 20
during development.
Intended
platform: Initially targeted for both the PlayStation and
the PC, with support for 3D hardware acceleration. Playstation
dropped at alpha.
Critical
hardware: P166 64MB machines with 3Dfx cards and two monitors.
Critical
software: Visual C++ 5.0 and Sony’s development tools.
Notable
technology: Viper engine, which was created for this game
|