Quote: "There is a lot of planning on when things should be added verses the voting board, verses bug fixes, verses core feature that should be there anyway."
This is actually what I am most interested in and most curious about. As I am right now dayjob-working as Project Manager / Producer on this small indie game here...
...which is due to its episodic nature actually quite comparable to the release strategy of GameGuru, the ongoing struggle of weighing priorities in Bugfixes, Polishing Tasks and Feature requests against each other is basically the largest part of the job. And no feature request and no polishing task could ever outweigh a needed fix for a P1 or P2 issue. (Not talking about blockers, these are taken care off by Lee and team carefully).
So basically, a battle plan (some kind of mid-term planning for let´s say, 3 months) would be needed that acknowledges that:
- all tasks are divided in Prio 1 to Prio 4 (P0 reserved for 100% reproducible show-stopping issues)
- every missing core feature is actually a P1
- every fix for a core feature that currently in no way produces results as expected is at least a P2, if not P1
- non-core feature requests can never exceed P3
- polishing tasks can never exceed P3
And then you break it down to weekly or biweekly sprints in order of priority; if same priority is popping up, add the layer severity. When a large bunch of P1, P2 and P3 issues could be tackled by a leap jump task over several sprints (this could be as example DX11 support, but not sure about that), you have to tackle that one first.
And now I put my Mipumi / Hitman project management hat aside and the Homegrown Games / CEO hat on:
Of course I understand that GG has to earn ongoing revenues on Steam, and I know that an engine is sold by:
- A promise
- The actual tools and accessibility
- The power of it´s showcases
The promise is right now "Easy Game Maker"
- which can only be taken serious if you put it like
THE EASY GAME MAKER *)
*) but expect horrible results unless you are already an experienced game creator or willing to study the work of others for months
The actual tools and accessibility:
All rants set aside, this is actually where GG partially shines already and could smash all competition. Easy prototyping at it´s best, the power and control over details has yet to come.
The power of showcases:
I know how many requests regarding FPSC I got after releasing Anderson and Into the Dark, I have educated guesses about how many people went to steam buying GG after inquiries on the Antinomy prototype and demos. And I also know many people who picked up FPSC back then after playing one of Wolfs creations on IndieDB. (and I guess they went into deep depressions afterwards when they realized you don´t need the engine alone, you also need a Wolf to get something like that).
Bottom line is: There are some really great showcases here in the board (yes, ScienceBoy, looking in your direction), but a full-fletched game out there that stuns every player or viewer of the games steam store page or IndieDB database is needed soon. Something where everyone says "Oh my god, I never thought this is possible with GG!"
And for that we need some visual functionality that almost every tiny engine already has.
Not easy at all
AMD FX 8Core @ 4GHZ - 16 GB DDR4 - 2xRadeon7950 - Windows 7 Ultimate