[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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