Posted December 10, 2009
Gundato: My point with regard to the large team was more along the lines of being able to spread work out. It is the old latency Vs throughput argument. If you assign work properly, you don't need person A to wait for person B. Person A can make his plant and person B can make her plant, and at the end of the stage persons A and B can tweak the other plant to make them fit together more.
Well, here you presume person A had to wait for person B. The advantage with mod development is that you can immediatly use the main game content and start modding. That's how I imagine the Level Designer would operate. But now imagine if a Developer was working on a map and then suddenly vanishes? Another team member would need to pick it up and learn what the other guy was doing. This was rare but there was one instance where a Dev left and the Chapter he was working on had to be scrapped and redone by the other team mates.
Gundato: And does anyone have any official word on what they are doing? Their site suggests that they are just remaking the levels (same floorplan, but different aesthetics), and most of the people I have talked to (who follow this) seem to think the same thing. But you just suggested that they are doing a massive remake with different floorplans and likely even different gameplay. If so, I can see how they are actually finishing. Rather than being a cover band, they are just a band pretending to be a cover band :p
Wow, and I thought that would be obvious. Of course they're taking the original level as reference to stay true to the game, but they're actually reimagining the game world and if needed extend the levels or even cut them shorter!
I've been following the mod almost since the beginning, I knew just how massive this undertaking would be and how much work was lying before them.
Gundato: All I am saying is that the thing which should take the longest (level design and balance) is already handled for them. That just leaves pretty stuff, which I just don't see how it can take this long, especially with this many people involved. There are only so many assets in the game (again, reuse).
It's not already handled for them. They remade it on a different engine alltogether, a more complex one and a more powerful one in the way it gives you more possibilities. New code, new content. The very goal of the mod was always to use the full capabilities of the new engine and they even achieved new technical milestones. One of which is the Facemaker or the very detailed skybox you can admire at the end of the Official Trailer.
Also a note: The project leader stated the project as you know it now has been in production for just 3 and 1/2 years, that's when he took over and got the whole thing back on track. Sections had to be redone, several developers left.
Also the community is contributing to a Wiki, if you're iterested you can read on: http://wiki.blackmesasource.com/
EDIT:Ah there's also a comparison shot I particularely like:
Back when the project started, it was still using the stock HL2 content:
OLD Office Complex Shot
The current still WIP shot of the same place:
NEW Office Complex Shot
To be honest, after seeing this I don't mind waiting some more. You know it's the state this thing comes out that will be remembered. If it feels rushed, unfinished everyone will remember that.
Post edited December 10, 2009 by pops117