Snipehunter wrote:
"A process that might take several months of total time to complete can be done in a third or a quarter of that time as a result of that parallel production and so, even though we’re a small team, we can maintain a pace similar to the larger-teamed MMOs I’ve worked on in the past, games that had teams that were literally 3 or 4 times as large as the team here at Soulbound."
"It might not be easy to see from the outside, but from where I sit on the inside? It’s the sort of smart planning that makes me think why didn’t we do this on that other game?! -- and I’m not going to lie, knowing we’re doing this when others never thought to do it?"
I decided to extract this from the recent Shiny thread to not clutter it with this discussion.
As a long time software project manager and developer (but notba game dev) I am always interested in ways to improve on a team's velocity and it sounds as if Snipehunter and team may have hit on something truly new.
I'd love to learn more about this, but I suspect I'd have to go work for SBS to really get more details so I guess I'll have to wait until Snipe writes his memoirs 15 years down the road.
But here's the thing, if these techniques truly are providing such efficiency, it's not unreasonable to see evidence of significant progress on multiple game systems, even some of the more complex ones, including seeing them in action in the actual game world.
The parkour demo was entertaining, but it was just a bare bones demo. The original Pax East video from back in 2016 looked more amazing even though that apparently wasn't the actual game world either.
We'll see how 2020 turns out, hopefully with a lot more visual evidence of actual in game footage of many of the systems in progress.