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| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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I'm not sure I'd call it an early release, after six years in the basement. It was more like making it get a haircut and a job.
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#2
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If a developer strives for perfection, changing things, adding things, making it possible to include future developements, he will never finish as there are always things to improve. The problem, imho, was that there was nobody who set a timeline, who said : freeze developement now and debug the actual state to get it publishable. If they had stopped developing on their own accord and started debugging all the bad pr wouldn't have happened. My opinion to that.
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Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() |
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#3
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Another developer - Dave Kaemmer at iRacing had this to say in response to some critics of their new tyre modelling which some felt should not have been released when it was:
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#4
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Here is something that keeps coming up in my mind that hasn't been adressed yet, that I have found.
What was the team doing for 7 years?? I know it's something that takes time, however we saw lots of screenshots over the years that really looked promising and it looked like progress was being made. There where a few times that the sim was pushed back, this happens, and usuallys for the better. BUT, how is it that so much could be broken after all this time of them working on it? We are talking about fundamental things like sound, graphic glitches (sli), etc. Now we are told that these major game engin parts are being rewritten and are given a relatively short time frame for these new parts to be released (a month or two IS very short for a ground up rebuild of key game parts). I really love this game, even at it's current state. But personally I would rather the devs not say much of anything, than give us so many stories their credibility comes into question and we don't know what to believe. I can only imagine that there have been a lot of internal personnel and financial problems over the years of the games development. In some respects I guess I'm glad we have the game at all, someone was able to keep the project alive, over it's long dev time. I guess it could have been worse: ie Derrick Smart, if any of you remember that name and his project. Last edited by gflinch; 08-27-2011 at 12:47 PM. |
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#5
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It might have been in developement for seven years but I doubt any company could afford or justify paying a full time team to do nothing else but develope such a niche game. I would not be suprised if many doing work on CloD were doing it alongside other more profitable work to maintain some sort of cash flow. It also seems clear from what we have now most of the time spent has gone into developing the incredibly detailed objects. It must have taken months of man hours to fully create each cockpit we have alone. The biggest problems seem to be in the game engine itself which is exactly the area where the skills of the developers would be more profitably used else where leaving a lot still to be sorted when CloD was finally released. Just my thought.
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#6
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Quote:
Last edited by Tree_UK; 08-27-2011 at 01:18 PM. |
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