gyrovorbis
Joined 10 years ago
Joined 10 years ago
I was king of scope creep, but I was also the engine and tools developer... Does it LOOK LIKE the engine and tools were the ones bottlenecking progress, or does it look like a lack of ACTUAL GAME CONTENT was the problem with Elysian Shadows? The engine and tools (which were my job) are probably easily at 90% done.
What I do own up to is being so bogged down with coding up a whole cross-platform engine and toolkit that I was an absolutely horrible manager who just relied on the rest of the team to know what needed to get done and take care of it, which obviously never actually happened. I was not as involved in the rest of the actual game aspect of ES independent of the tech than I should've been, and I own up to that...
But if you actually think THAT is what caused this game to never get done, you aren't seeing clearly. That's the one aspect of the game (other than audio, which was never a problem) which was actually where it should've been in terms of progress.
Also, for the record, LOL, ElysianVMU caused "drama" and extra work for the team? Funny, not one person other than me wrote a line of code for EVMU or even implemented the single line of Lua code it takes to display a VMU icon in-game... and as far as I ever knew, Patryk enjoyed getting to take a few hours to get away from killing himself being overworked on terrain and character assets to get to draw VMU icons, or so I'm assuming based on the fact half of what he drew were penises and jokes, initially. ;)
But yes, way to take the spotlight away from the developers who are pouring their hearts and souls into this project, of which I'm only an insignificant part of, to bring up some irrelevant shit from my past which I have owned up to and am literally working to correct by supporting projects like this... total douche bag move. Makes me feel sorry for the rest of the team, tbh.
The entire Objective-C runtime which is what powers the OO core of the language was also written with a similar purely C type system... It's just a small compiler layer on top...
I'm such a fanboy it inspired my own type system and massive core library, libgimbal, which uses a type system similar to GObject and targets game consoles like the Sega Dreamcast: https://github.com/gyrovorbis/libgimbal.