[IGDA_indies] lightweight authoring systems

Brandon J. Van Every vanevery at indiegamedesign.com
Sun Feb 13 23:46:06 EST 2005


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' ?

> > 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?


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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