![]() ![]() So it's tough - we need to be optimistic and ambitious to get these things done, and we want to let you know what we're thinking and planning, but it doesn't often line up perfectly. And then Y has its own unforeseen delays, etc. Game development is so hard to predict, though, and a lot of times it's not one thing, but many things that add up, and X gets delayed long enough that suddenly Y takes priority. That being said, you may wonder why we don't simply take all of this into account when we give our release date estimates and pad them out more? The truth is that when we give our estimates, those are our actual internal estimates, and it may seem hard to believe, but we do pad them out! So those dates are the dates we're genuinely aiming for, with confidence. This was particularly true for cross-play. Every platform has its own unique way of handling things, so getting everything lined up is tricky. Often, resolving a problem, even if it seems minor, can take days or weeks as people communicate back and forth across different companies, departments, languages, and time zones. So there's a lot to keep track of at any given moment.īeing multiplatform also adds many challenges - not just technical ones (and those are significant, of course), but also communication ones. On top of that, it's a fairly fast-paced and detailed arcade-style game. ![]() At it's worst (for online, I mean!), there are four players running around a double-layered level with destructible terrain, liquid simulation, and high interactivity, where nothing in the level can be disabled temporarily, even when it's out of view. I think I've said this before, but it bears repeating that Spelunky 2 is pretty complex for online multiplayer, despite "just" being a 2d platformer. If you're not, just accept my apologies and my gratitude and then feel free to skip to the next section! ːspel2cavelː I wanted to spend a little time explaining why the delays have been so long, for those that are interested. Trust me when I say that we always feel frustrated ourselves when something doesn't work as planned or we're forced to delay a release. We really appreciate that so many players have stuck with us as we worked on online multiplayer. ![]()
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