
brb, reading this and editing in my thoughts!
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Pimpmuckl
Germany528 Posts
![]() brb, reading this and editing in my thoughts! | ||
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thirtyapm
521 Posts
i still eagerly await part 3 though. | ||
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Falling
Canada11497 Posts
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HowardRoark
1146 Posts
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fishjie
United States1519 Posts
this guy should totally write a book about this. a lot of the lessons they learned "favor composition over inheritance" are commonly accepted wisdom now, but its not really taught in schools. | ||
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Cereb
Denmark3388 Posts
![]() Also: Some projects were pushed onto unwilling dev team members, including projects like Games People Play (a crossword puzzle game that died because the team lead was so unmotivated), Lol! The effing business-side of things! =p | ||
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Falling
Canada11497 Posts
It's back to Warcraft again, but it should be interesting just the same. http://www.codeofhonor.com/blog/ edit. Oh yes, it's about the first ever Warcraft 1 multiplayer game ![]() | ||
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pheer
5398 Posts
![]() (I thought about it after seeing Blizzard's open position for classic games engineer: http://us.blizzard.com/en-us/company/careers/posting.html?id=15000XZ ) | ||
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JieXian
Malaysia4677 Posts
On October 02 2012 00:28 Cereb wrote: Show nested quote + Some projects were pushed onto unwilling dev team members, including projects like Games People Play (a crossword puzzle game that died because the team lead was so unmotivated), Lol! The effing business-side of things! =p HAHAHAHAHA nice bump! | ||
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JimmyJRaynor
Canada17476 Posts
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skatbone
United States1005 Posts
Hasn't LotV been extensively critiqued for being too "on the fly"? | ||
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-NegativeZero-
United States2142 Posts
On November 05 2015 05:29 skatbone wrote: I missed this the first time around. Great stuff. Funny to think how gamer expectations have changed with Blizzard's growth and success. As someone of the first page mentioned, SC1 was made in an "on the fly" style. It makes good history yet it appears like poor planning with regard to the game release deadline. I only mention this because I think a lot of the hardcore Blizz playerbase has standards for Blizzard work that assumes the capacity of a developer to "perfectly" execute a game and its release when, in fact, a good game can come out of even the most flawed and awkward of processes. Hasn't LotV been extensively critiqued for being too "on the fly"? sort of. it's also been criticized for not being ambitious enough with its changes. i also think a lot of people realize that a good percentage of BW's success and outstanding design was essentially an accident, or good luck. | ||
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c3rberUs
Japan11286 Posts
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iloveav
Poland1482 Posts
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BisuDagger
Bisutopia19338 Posts
On September 14 2012 10:35 Falling wrote: Yeah, the second part is super technical so I don't understand it at all. I'm sure some programmers out there would really appreciate it. For me, it was just a review of the coding knowledge I learned in school lol. Still, it's always great to read a pro's perspective on why he favors certain data structures over another. However, these days computer hardware is so good you can use the STL pretty liberally instead of having to choose a data structure for the reasons he posted. Unless your like blizzard, and try to make games like WoW still run on Win98 lol. | ||
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JimmyJRaynor
Canada17476 Posts
On November 05 2015 18:45 iloveav wrote: Its sad that the most interesting things about games nowdays is how they made the old ones instead of the new games. its part of industry maturation... Ford inventing the assembly line and the dawn of the mass production era was more interesting than watching GM beg governments for cash and lie about whether their cars need to be recalled ![]() the very first console war is 1,0000 times more interesting than this PS4 v. XBOX1 thing. | ||
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