https://pics.me.me/how-to-deal-with-an-overheating-computer-9993999-0935939-the-47019818.png
Heh, well, my PC won’t overheat, just runs 10° hotter. It’s me that’ll overheat.
I doubt that the game will be ready for this summer.
The smart money is on either July or August.
To those of you who know how game development works: is it possible to infer from the information that we have which phase of the development they have reached?
To those of you who know how game development works: is it possible to infer from the information that we have which phase of the development they have reached?
That’s what I’m basing my prediction of July or August upon. I’m using Thimbleweed Park as an example. Voice actor recordings are one of the last aspects of production to be covered (that’s because the script needs to be 100% locked down by the time actors are brought in). Going by the announcements and milestones for Thimbleweed Park and the general production scale for games (taking PR dates into account), July or August seems the most likely release date.
although, if they really have 10,000 bugs, 2 months for fixing them (and retesting) seems plausible. So not earlier than Aug 1st, I’d say…
So Guybrush has lips. Good. But are they above of below the nose?
Isn’t it plausible that they already fixed a good part of those 10,000 reported bugs?
I depends on how the player wears the VR headset.
Right! He said “filed bugs”, not “open bugs”.
(And 10,000 was too big a number, to be open bugs.)
“Bug 10,002: when I hold the analog stick, the donkey doesn’t follow the digital carrot.”
If not we are in trouble. They game could never be released this year or it would be supper buggy.
I find it very unlikely that they waited for 10,000 bugs to accumulate before starting to fix them.
I know almost nothing about game development but I imagine that at least some bug fixing occur all the time.
In a small environment like that I figure most stuff is never logged (except in commits).
Yeah, but I guess as soon as you have dedicated QA, they’d just record the issues, not fix them directly.
For contrast, where I work we’ve about 2000 to 2500 feature requests and issues logged in the past 10 years, although some of those were really broad. If you do it a bit more methodically and with a couple more people involved, as I assume is the case with RtMI, 10000 doesn’t seem excessive.
That’s good to know. I had no idea. I thought 10 000 was a lot, ha ha.
I wonder if RTMI is close to reaching zero critical bugs milestone.
Thimbleweed Park reached “Zero Bugs” milestone on Nov 15, 2016. The game was released on March 30, 2017
Zero Bugs.
Testers continue to test and file bugs, but the rule now is at the end of each day, there are zero bugs in the bug database. We also take a hard look at the bugs coming in and decide whether to fix it or not. Sometimes the bug isn’t that critical or it’s an edge case, so we just close it. Other bugs are just too dangerous to fix and they aren’t that important. If it was 2 months ago, we would fix it, but not now.
How many programmers do you all think there are? If it’s just Ron for the engine and David for the scripts, fixing 10,000 bugs can easily take 3-4 years working full time just on bugs…