Re: Software Architecture/Design

Greg Stelmack <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <AAB7053861D892429CD001268650A9A1B84C4BDB@MDC-MAIL-CMS01.ubisoft.org>
In my 14-year game programming career, every game I've worked on has included DLC and patching ;-)

And even now, 3 engines later, there are still bits of code from that very first title that find ways to worm into current titles...

But it definitely changes your attitude toward the quick hacks when you know you'll be responsible for patching that hack you just crammed in, or updating things when marketing wants a new custom build for some client or other two years after you ship.

________________________________
From: [email protected] [[email protected]] On Behalf Of Ling Lo [[email protected]]
Sent: Thursday, June 10, 2010 12:29 AM
To: [email protected]
Subject: Re: [Sweng-Gamedev] Software Architecture/Design

On Wed, Jun 9, 2010 at 8:34 PM, Jon Watte <[email protected]<mailto:[email protected]>> wrote:
As long as games are on the "ship, then everyone leaves for other projects" movie-style production model, then the CComponent knowing to special-case a CTailWagger will happen.

I wish that was true!  Today, DLC/downloadable content/game add-on and title updates really spoil my party.  We then have to work with all the last minute hacks as a bonus.

In reality, it just means planning for post-launch rather than discovering how the hacks have made some fundamental business decisions for you.  But still, I miss the days before DLC and patching.

Ling

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