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Space Station Managing, Post Mortem

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  • by Kai-Peter (756416) on Wednesday February 25, 2004 @11:23AM (#8386108) Homepage
    I would like to expand on the article somewhat. Because of the very high interrelation of the content production and the programming effort, XP as a whole was unsuitable for the project. It didn't matter that it actually worked well for a small subset, the content and code dependencies made the two impossible to separate. Again, I had previous (positive) non-related industry experience in using XP, so what we are talking about is defining the correct domain where XP is applicable.
  • by Kai-Peter (756416) on Wednesday February 25, 2004 @11:31AM (#8386204) Homepage
    Actually there were several other projects that influenced the design originally: Project Space Station, EOS, Millenium 2.2, Deuteros, Moonbase etc. As such, originality is a tough question. None of the above mentioned games concentrate on the flow simulation or 3D building. But these concepts are hardly original in themselves either. In my opinion most indies are best served by concentrating primarily on usability and gameplay, and only secondarily on originality.

Reality must take precedence over public relations, for Mother Nature cannot be fooled. -- R.P. Feynman

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