So are you saying that these scripts are only for motion capture, graphics and
sound?
On Tue, Oct 26, 2004 at 03:34:27PM -0000, jhrothjr wrote:
>
>
> --- In [EMAIL PROTECTED], Sean Gilbertson
> <[EMAIL PROTECTED]> wrote:
> >
> > Oh I guess I didn't know that large in XP meant a dozen or so. I
> was picturing a huge corporation like Harris with projects that
> employed the skills of dozens upon dozens of developers, possibly on
> different continents. Maybe that's a romantic notion and it doesn't
> even exist!
> >
> > If the scripters aren't listed as programmers, what are they listed
> as? I'm sure the credit would stand out and be easily associated with
> programming.
>
> Actually not - there are usually no
> separate scripters. Everyone working
> on the project does their own. That's
> why they use lightweight, easily learnable
> scripting languages, so they don't have
> to involve "real" developers with all of
> the project management overhead that would
> imply.
>
> John Roth
> >
> > On Tue, Oct 26, 2004 at 02:45:21PM -0000, jhrothjr wrote:
> > >
> > >
> > > --- In [EMAIL PROTECTED], Sean Gilbertson
> > > <[EMAIL PROTECTED]> wrote:
> > > >
> > > > "Modern video game endeavors are like movies, with casts of
> thousands."
> > > >
> > > > Super Mario 64 has three people listed as programmers, and two
> > > people listed as camera and "Mario face" programmers, respectively
> > > <http://www.mobygames.com/game/credits/p,9/gameId,3533/>.
> > > Castlevania: Symphony of the Night had four people listed as
> > > programmers <http://www.mobygames.com/game/credits/p,6/gameId,3739/>.
> > > >
> > > > For Jak and Daxter, which is a large platform game with very good
> > > production values and pretty graphical and audio effects, the credits
> > > <http://www.mobygames.com/game/credits/gameId,6792/> list 48 people
> > > under "Created and Developed," which probably includes both design and
> > > programming. The extras who voice the enemies are not going to be on
> > > the software team, so I think your statement is misleading.
> > > >
> > > > Perhaps similarly, while movies have "casts of thousands," there is
> > > usually one or several writers, and only one director.
> > >
> > > This is a bit misleading. There are usually
> > > a small number of people working on the game
> > > engine, but most of the creatives are doing
> > > their own scripting, usually in either a
> > > custom designed language or something like
> > > Lua or Python.
> > >
> > > Modern video game projects normally have
> > > development staffs in the two to five
> > > dozen range - only two or three of whom
> > > are "traditional" software developers. It's
> > > a different environment.
> > >
> > > In any case, by "large" projects we normally
> > > mean projects of above about a dozen developers.
> > > "White Book" XP and to a large extent "Mailing
> > > List" XP exist in this space. If you want to
> > > go outside of it, you have to do some things
> > > differently, and there isn't, at this point
> > > in time, a good set of guidelines, backed by
> > > successful experiance, of exactly what you have
> > > to do.
> > >
> > > John Roth
> > >
> > >
> > >
> > >
> > >
> > >
> > >
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> > >
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> > >
> > >
> > >
> > >
> >
> > --
> > Sean Gilbertson
> > IT Systems/Software Developer
>
>
>
>
>
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--
Sean Gilbertson
IT Systems/Software Developer
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