[IGDA_indies] lightweight authoring systems
C Ratchet
zratchet at mindspring.com
Tue Feb 15 13:21:40 EST 2005
On Feb 13, 2005, at 10:46 PM, Brandon J. Van Every wrote:
> C Ratchet wrote:
>> Brandon J. Van Every wrote:
>>>
>>> I'm curious what, if any, aspects of Soya your
>>> team has found highly productive?
>>
>> It was simple to use and worked with Python which
>> is the primary language for the project.
>
> So are you saying that your team was previously all a bunch of Python
> gurus, and they picked Soya primarily because it fit their previously
> acquired skillset? Did anyone just pick it up 'cold' ?
AFAIK none of us had used Soya before, but everyone knew at least some
Python.
>
>>> Also, what kind of game prototype was it, and
>>> what's your definition of 'playable' ?
>>
>> A few minigames; playable = fun to play,
>> doesn't crash too often...
>
> How many people were working on this? I'm trying to get a sense of the
> man-months involved. Also, did they work dedicated on only this
> project, or was it interspersed with other duties?
1 person did most of the work, however we do have 7 developers
altogether.
Interspersed with other duties...
Ratchet
>
>
> Cheers, www.indiegamedesign.com
> Brandon Van Every Seattle, WA
>
> "We live in a world of very bright people building
> crappy software with total shit for tools and process."
> - Ed McKenzie
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---
From Ratchet (Mikey Lubker)
Lead Coordinator of the IGDA Indie SIG: http://igda.org/indie
Check out my projects: http://sf.net/users/ratchet
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