Section Leaders:
Fionn Kelly & Madmatt
Steve's comments on the
state of things: 01-18-2000
Unfortunately, we have no
idea when Combat Mission will be done. Never have and never will until
the day we send it off to the replicator. The last bit of development
is taking far, far, far more time than we expected. The game itself is
about 99% done, but there is more that has to be done than just the
game core. Things like interface look and function, documentation,
graphics, variable balancing for DYO, final touches on scenarios, etc.
are all being worked on now.
So we are in a bind here.
If we make yet another prediction, it might very well be just as wrong
as the others and people will go nuts. If we make no prediction people
go nuts. So there is no winning solution here for us.
When we feel comfortable
with making another prediction we will do so. Until then, the predicted
shipping date is "sometime later" .
If you want one that is a bit more specific, "sometime in
2000" We'll narrow that down when we can!
Steve
Steve's general update
message: 12-27-1999
Well, here is a bit of an
update.
We had hoped to get CM to
the duplicators before x-mas, but this became a pipe dream in early
December. Quite simply put, we based our expectations on how complete
the game itself was. Unfortunately, CM needs quite a bit more polish
before it will be ready as a whole.
In very late November we
started working on "cleaning things up" for final release
quality. It was then that the weight of CM's depth and feature set hit
us squarely between the eyes! There is SO MUCH in CM that it is taking
us much longer than we anticipated to get CM totally finished. Although
the bugs and tweaks are becoming fewer each and every day, we are NOT
yet happy with things as a whole (DYO needs a bit of work for example).
We also have a lot of UI, sound fx, graphics, etc. polish to do. In
addition to that, the documentation is a real bitch to do The
problem is that Charles needs to spend at least one week filling in
gaps, but he is still spending 16+ hrs a day coding. So until Charles
gets over the last coding hump the documentation can't be finished.
Obviously we need both the game AND the manual to ship.
So the bottom line is that
CM is not ready to go. Since we are basically on "vacation"
until after News Years Day, we haven't yet figured out where CM stands
in terms of release date. We don't mean to be stringing you guys along
(nobody wants CM to ship more than us!) but the release is a big
guessing game and we have so far underestimated how much work there is
to do.
Sigh... that's the curse of
game development. Everybody wants to hear a date (including us!!), but
one never knows if it is doable until the date has come and gone. In
other words, we can tell you with 100% certainty when CM *DIDN'T* ship,
but not when it will ship.
Steve
Steve's message
regarding another Demo Scenario
We are not releasing any
more scenarios for the existing demo. Making maps is a VERY time
consuming process because if I use even ONE object that the demo
doesn't know about a crash out. Making Chance Encounter was a PAIN in
the BUTT.
The other big reason is
that the Beta Demo is very old now. We rather not spend even a day
doing anything for it, and that is the minimum time requirement for me
to make a new scenario. I can not just slap something together and then
let thousands of people download it. It needs to be extensively tested
and tweaked. Plus, the volume of posts that would follow the release of
a new scenario would also be a drag on the release.
Nope, it is time you people
remember that the Beta Demo is just that. You were only supposed to get
about 20 hours of play time out of it. Each hour you have received
after that is a bonus, and by the looks of it most of you have already
milked many times that.
Steve
Steve general comments
on Combat Mission 12-7-1999
Hi all. I won't give a detailed status report, but will let you in on some
things.
It is now the end of the second week in December. We have roughly one more
week before the Holidays. Charles and I are planning on doing the unthinkable
and actually taking time off to enjoy them. Yeah, I know, we are terrible people.
This has made a Jan 1 Gold Date undesirable. [note, we never had such a date,
just a point of reference!!!!] Here is why...
For about two weeks (or three?) we have been in Feature Freeze. This is a
hugely important milestone as it signals the beginning of the end of the last
phase of development. During this stage nothing radical is going into the game
which involves ground up work. Tweaks, necessary improvements (like changing how
artillery TRPs work), and bug fixing are all we are concerned with from now on.
There is also the manual, which although largely done requires a decent chunk of
Charles' time to flesh out and correct. Obviously he has been busy coding up
until now.
One of the downsides of such a huge and full featured game is that it is
huge and full featured. This means that there are a WHOLE LOT of little things that need to be played
with and tweaked. It is amazing how much impact a single variable can have on a
game, and we need to make sure that they are all fine and dandy with the 1.0
release or there will be a lot of (justifiable) grumbling.
For example. I am currently testing the bounds of the DYO setup options.
This is going to be used more than the editor IMHO, so it is VERY important that
we bang on this sucker hard. Although it has been pounded on and is (as of
today) bug free (not to mention a blast to play!), the ramifications of the
setup parameters haven't been checked out well enough yet. This is not the way a
game should be shipped.
To illustrate my point, I found that as the attacker I could purchase WAY
too many "Support" units. These are largely defensive type units, and
are largely useless for the attacker. Yet there I was, with a small battle setup
being able to purchase 20 HMG42s or 10 Pak40s (for example). This is not only
unrealistic, but from a game play standpoint... stupid. My suggested change will take Charles only a few minutes to do, then another
round of testing, tweak, and repeat if necessary. End result will be something
that everybody is going to be thrilled about, instead of annoyed or even pissed
off.
These are the types of things we are concerned about right now. As the old
saying goes, the Devil is in the Detail. The game is basically done, but not
polished enough. Sometimes that last 1% of work can make the other 99% shine or
look like crap. Obviously we need things to shine
Everybody is busting their butts to get this done ASAP, but nobody wants
it to go out before it is totally ready. A special thanks goes out to our
scenario designers and testers. They have largely completed their tasks and are
working with tenacity to finish testing and tweaking the remaining scenarios.
You guys are going to be singing their praises for sure. The stuff they have
come up with is top notch.
So where does that leave us? With a lot of little things still left to do.
Major stuff is all done (except for TCP/IP) as far as the game goes, but the
last bit of the development cycle that we are in now must be done correctly or
much of the hard work we have done over the last two years will be sidelined by
relatively silly problems. We will give you another update after the Holidays
and let you know where things stand. Until then, we have our noses (what's left
of them!) firmly to the grindstone!
Thanks!
Steve
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