Lately I've been looking at the source code released by Night Dive-the way music is played in particular. So deciding to add on console support for a PC game like they did is a huge commitment for a AAA game, it is not simply a matter of using an engine that works on all the platforms, all the QA has to be repeated and there are different extra steps for every platform but they didn't even get to that step.Originally posted by Deus:I'd usually say yes, but I just love the way music was programmed into the dos version of the game, at least giving the option would be great but for example Duke Nukem 3D Megaton Edition was prerecorded music only from MIDI on a specific sound chip (I don't know what it was) and I was not happy about that since I could get much better music with proper soundfonts with the classic version. Also with consoles, the devkits for each were priced ridiculously at something like 3000 for PS3 and more for XBox360 (and those things red-ringed like crazy, went through three in three years), and there were test versions and special development versions one had to use to debug, I remember there was one special PS3 that was I want to say 10000 that was the size of a desktop computer that our resident graphics guru got. If you aimed too low, one had customers without product for an extended period (most traditional game sales are in the first weeks), if you aimed too low, you had to eat those DVDs/carts at a loss after the retailers returned them. I haven't worked in the industry in a while but I vaguely recall one had to purchase production time and essentially predict your sales for Sony/Nintendo if the system was hot in the marketplace.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |