Or, if you'd like to think of it in a more optimistic way, how close are we to exiting this development hell?
Gameplay Programming: 80-160 hours
HUD programming: 60 hours
Gadgets programming: 100 hours
Vision programming: 10 hours
On-screen Weapon programming (Merc): 15 hours
Menus basics: 40 hours
Menu sound: 2 hours
Asylum editor basics: 40 hours
Asylum editor advanced: 100 hours
Asylum environment art: 300 hours
Asylum additional modeling and texturing: 50 hours
Asylum visual effects and 2D animation: 40 hours
Asylum sound design: 100 hours
Lakehouse bugfixing: 5 hours
Lakehouse finalizing: 5 hours
So that's roughly 1027 hours. So little more than 2 months fulltime for 3 people.
Of course, I'm not counting anything for the website, handling contacts and contracts with third parties, server maintenance, PR, community, marketing and not even music. So if you add that.... about 1500 hours I guess.
Edit: also missed visual pass for Lakehouse (10 hours) and Sound Design passes for Lakehouse (10 hours)
1. Switch asylum to lowest priority, reducing develeopement time for a playable version to 900 hours
2. make closed alpha/beta for active community without asylum
3. use feedback from closed beta players to fix bugs
4. create a PS version with asylum
5. having sucess in Steam greenlight
6. Dev team gets money
7. Release PS 1.0
8. ? ? ? ? ? ? ?
9. PROFIT !!!!
10. Repeat for infinite money
Asylum is on a different track. That's the thing with having separate programmers and artists. However, we only have 1 person working on Asylum and he'll switch to the HUDs soon.
What exactly needs to be done in that top half of the list?
What's the difference between only 80 hours on gameplay, and 160?
wait wait wait this is the time you think you'd need to do everything?
Quote from: Pusianka on September 03, 2012, 07:05:41 PM
wait wait wait this is the time you think you'd need to do everything?
Yes. And that's why we need more people.
ehm how do you count that?
Estimations based on
6 years experience of running PS.
10 years experience in programming.
hear-say of our artists
Quote from: frvge on September 02, 2012, 11:35:36 PM
Of course, I'm not counting anything for the website, handling contacts and contracts with third parties, server maintenance, PR, community, marketing and not even music. So if you add that.... about 1500 hours I guess.
I can't program very well, but if you guys need the help I'd be willing to step up to the plate for any of these things (besides music, another thing I'm bad at)
You can always start with basic UnrealScript. It's not that hard but you have to have the time to get into it.
Quote from: frvge on September 02, 2012, 11:35:36 PM
Gameplay Programming: 80-160 hours
HUD programming: 60 hours
Gadgets programming: 100 hours
Vision programming: 10 hours
On-screen Weapon programming (Merc): 15 hours
Menus basics: 40 hours
Menu sound: 2 hours
Asylum editor basics: 40 hours
Asylum editor advanced: 100 hours
Asylum environment art: 300 hours
Asylum additional modeling and texturing: 50 hours
Asylum visual effects and 2D animation: 40 hours
Asylum sound design: 100 hours
Lakehouse bugfixing: 5 hours
Lakehouse finalizing: 5 hours
So that's roughly 1027 hours. So little more than 2 months fulltime for 3 people.
Of course, I'm not counting anything for the website, handling contacts and contracts with third parties, server maintenance, PR, community, marketing and not even music. So if you add that.... about 1500 hours I guess.
Edit: also missed visual pass for Lakehouse (10 hours) and Sound Design passes for Lakehouse (10 hours)
At this pace, lets say each programmer dedicates only 2 hours of work per day, about 3 days per week. So 300 hours for one task is equal to 50 weeks. There are 52 weeks in a year so about 1 year for every 300 hours assuming the work is all done by one person.
We need more, dedicated programmers. That's the biggest issue.
Do you have the same number you had in '09-'10 or have some of them dropped off? You still have the old crew like Mr. Mic, right?
Not really active. Lennard will be back soon. Rest is mostly inactive.
Well. We have to stop lying to our self. Any one know that PS is being developed about five years. Pepole who survived that time on this forum can remember me , but it dose not matter. Stuff that matter is if you do not start actions on green light , project will be dead , se how many hours they need to complet game? it will be not released if the devs team will stay at number of two. Green light is only the way to get pepole flowing in to forum , and new pepole trying to join devs. Frgve got damn it , we need progress! or every one will don't care about PS! So thin about it because signing game on greenlight is not that hard! About five years of waiting , promisess and stuff , and NOTHING BIG! So it's not time to throw project to garbage , but start doing sausages from this meat!. Marketing is not that hard to!. If you let somone famous on youtube to play devs demo (lite total biscuit) than the project would go famous.
To much waiting.
If you do not start doing marketing stuff.
The project
is
Dead!
Regards : Soldium
PS: sorry for my bad english , but when i see no marketing on great project , my blood warms up , and i am getting mad.
I hope we can have a few more important people back in the next 1-2 months. Once we have something that we think is showable, we'll hit some of the known things like greenlight. And then marketing kicks in of course. I've been building connections for that.
Well shit...I had no idea it was going this bad for you guys.
It's tough (see the closure of Depth who had a bit more professional team). The key is to find people who are self-motivated.
I honestly hate how people think that big video-game projects like this take 5 minutes to produce. Keep it up guys, hopefully a multi-player beta will be released soon.
Quote from: SpliNterCellFan697 on October 15, 2012, 12:58:08 AM
I honestly hate how people think that big video-game projects like this take 5 minutes to produce. Keep it up guys, hopefully a multi-player beta will be released soon.
YOu take stuff wrong.
I said about putting game on kickstarter and greenlight , and about 4 years of makinbg ame , maybe project stealth will be like DNF?
Start the greenlight or kickstarter and do not wait for new stuff but show us what you did for now on it , because you have a lot not shown stuff.
It's just about tactics It's just tactics.
Actually, there's not a lot that we haven't shown. I've been pulling stuff to show from the archives for the past 2 years just to have something to show.
Well it's not easy to say but i'll wait for beta untill i will do maps for it. Problem is i need stuff and not udk , well i can olny start planning the maps , and maybe i will make some conversions from sc : ct
For now - focus on kick starter (project need money) and for greenlight (to make easier f2p or buyable stuff)
If u will put PS on greenlight u probably get gamers attention(and worse games than PS are now in greenlit or published on steam!). And maybe some of them will help u with PS.
And put PS on KS just like soldium said.
Quite honestly, I'm surprised this has gone this long only for us now to hear there's not much else we haven't seen. A lot of us have, frankly, grown up and do not play games much anymore. I do show up regularly since the inception of this project hoping there may be news, but realistically I haven't held much hope for about 2-3 years. It's not that I don't appreciate the effort that has been made thus far, I do, but you're absolutely right in that you need people who are self-motivated, determined, and loyal and all these things are in severely short supply today, especially with young people.
I do think its an enormous mistake not to go for as much publicity (green light and ANYthing else you can) as possible. Nobody can join something they know not about. I would hope you would reconsider that tactic as its produced this lackluster result of non-existent long-term, dedicated talent.
Quote from: LoChang on October 26, 2012, 08:06:48 PM
Quite honestly, I'm surprised this has gone this long only for us now to hear there's not much else we haven't seen. A lot of us have, frankly, grown up and do not play games much anymore. I do show up regularly since the inception of this project hoping there may be news, but realistically I haven't held much hope for about 2-3 years. It's not that I don't appreciate the effort that has been made thus far, I do, but you're absolutely right in that you need people who are self-motivated, determined, and loyal and all these things are in severely short supply today, especially with young people.
I do think its an enormous mistake not to go for as much publicity (green light and ANYthing else you can) as possible. Nobody can join something they know not about. I would hope you would reconsider that tactic as its produced this lackluster result of non-existent long-term, dedicated talent.
+1
It can be a good tactic if you want to get talented people for developing the game...
Quote from: RaDRoacH on October 26, 2012, 09:21:22 PM
Quote from: LoChang on October 26, 2012, 08:06:48 PM
Quite honestly, I'm surprised this has gone this long only for us now to hear there's not much else we haven't seen. A lot of us have, frankly, grown up and do not play games much anymore. I do show up regularly since the inception of this project hoping there may be news, but realistically I haven't held much hope for about 2-3 years. It's not that I don't appreciate the effort that has been made thus far, I do, but you're absolutely right in that you need people who are self-motivated, determined, and loyal and all these things are in severely short supply today, especially with young people.
I do think its an enormous mistake not to go for as much publicity (green light and ANYthing else you can) as possible. Nobody can join something they know not about. I would hope you would reconsider that tactic as its produced this lackluster result of non-existent long-term, dedicated talent.
+1
It can be a good tactic if you want to get talented people for developing the game...
i totally agree with both of you
When we're going Greenlight, I want to have something to back that up with. Like a big release of some sort. Going Greenlight in itself shouldn't be the focus of a press release. That's just silly.
I'm working on getting more people active again in the past month. The first fruits will be there soon. I hate the word 'soon'. It's kinda vague. Then again, I don't want to name any dates, so meh.
Just be sure that something is brewing. What, how long, who, even I don't know. We're getting there tho and once we are, we will release something cool (I hope) and do PR and Greenlight.
I'm sorry, frvge, I don't mean to be a downer to you, you've been an amazing caretaker and really, the "glue" from my perspective of this whole project. I'm actually really bummed for you with all the endless amounts of time you've put into this and it seems you're perpetually the only steadfast consistent influence. If even half the original talent were able to continue like you have (and I understand people have real lives) this thing would be amazing.
Sometimes i see this guy online: OwMySpleen.
he's a new developer?
He's a the environmental artist for Asylum. :)
Well i see the forum starts to live for a bit now , so now it is time for GL or it will be to late. Just listen to us and do it
I'll be gone over the weekend unfortunately :( I'll see what I can do tho.
Quote from: frvge on October 27, 2012, 01:15:45 PM
He's a the environmental artist for Asylum. :)
Good :)
Do what you can man, just not so far :)