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October 5th, 2012, 15:03
Originally Posted by DArtagnan View Post
Wouldn't it be something to consider stretch goals = expanding development time? I assume most of the budget is for paychecks/making a living during development.

Adding ever more features within a rigid and limited timeframe is like making the game worse rather than better.
In software development "development time" is calculated in man/hours, because most features can be done in parallel if you have enough people. Salaries cost are the same as doing them one after the other though. So the stretch goals are more about increasing the number of people working on the game than anything else.

Also, Feargus gave some information about their development schedule:
Feargus: Pre-Production Time - We generally do 1/3, 1/3, 1/3. So with a project that is 18 months, that means 6 months in pre-production, 6 months in production and 6 months in post-production. We have a leg up with the Unity engine and already have basic movement and formations working, so it might be more like 5 , 7, 6 for PE.
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