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Re: Where to be notified about code release, and any fan-based projects to bring LT-like games to life using code?

Posted: Sun Nov 04, 2018 9:20 am
by Zanteogo
Damocles wrote:
Sun Nov 04, 2018 9:02 am
Another variant could have been to call the FULL TIME development quits .. understandable after such a long delay without money flowing back in. Not (promise) to release the code.
Get a new job and keep the project on the backburner.
I was thinking this, but at the full time rate Josh would have been lucky to get the game out after ten years. (if the money didn't stop him)

Working on it part time, he would have to will it to his kids to finish.

I wouldn't be surprised if he does this any ways. Just working on bit of it on the side as a hobby. I don't expect to see any thing about it or certainly don't expect a game to come of it.

Re: Where to be notified about code release, and any fan-based projects to bring LT-like games to life using code?

Posted: Sun Nov 04, 2018 9:50 am
by Damocles
Maybe working in a company with deadlines, milestones and projects plans would transfer over to his own approach at the project after some time...

Re: Where to be notified about code release, and any fan-based projects to bring LT-like games to life using code?

Posted: Mon Nov 05, 2018 11:36 am
by BFett
In essence technical feature creep was what killed LT. Modding was not supposed to be in LT, and in the end, this is what I think prevented the game from releasing. I'm not a programmer though so I could be wrong there. I just think that if Josh had worked on getting gameplay worked out, just as he had while he was doing work on the prototype, LT would have released at least a year ago.

Re: Where to be notified about code release, and any fan-based projects to bring LT-like games to life using code?

Posted: Mon Nov 05, 2018 3:01 pm
by Philip Coutts
BFett wrote:
Mon Nov 05, 2018 11:36 am
In essence technical feature creep was what killed LT. Modding was not supposed to be in LT, and in the end, this is what I think prevented the game from releasing. I'm not a programmer though so I could be wrong there. I just think that if Josh had worked on getting gameplay worked out, just as he had while he was doing work on the prototype, LT would have released at least a year ago.
Pretty much this I think. Look at the state of Star Citizen with it's mega budget and hundreds of staff. Still nowhere near a finished game because they keep adding more and more stuff instead of actually finishing what they have.

Re: Where to be notified about code release, and any fan-based projects to bring LT-like games to life using code?

Posted: Mon Nov 05, 2018 7:51 pm
by RedDwarfMining
Red Dead Redemption had a staff of 800! and that took 5 years. Red Dead 2 has taken 8 years and they have 2,000 + employees. I'd like to see Rockstar try a space game...but even they would take 8-10 years.

Re: Where to be notified about code release, and any fan-based projects to bring LT-like games to life using code?

Posted: Mon Nov 05, 2018 9:51 pm
by Silverware
RedDwarfMining wrote:
Mon Nov 05, 2018 7:51 pm
Red Dead Redemption had a staff of 800! and that took 5 years. Red Dead 2 has taken 8 years and they have 2,000 + employees. I'd like to see Rockstar try a space game...but even they would take 8-10 years.
Um, fairly sure those numbers are for Rockstar or Activision in total, not the specific studios...

Re: Where to be notified about code release, and any fan-based projects to bring LT-like games to life using code?

Posted: Tue Nov 06, 2018 12:38 am
by Damocles
GTA5 generated about $6 Billion! in revenue overall. A high staff is kind of warranted here. It can be compared more to big movie productions or TV series nowadays.

With this kind of investment (and proven game core mechanic) they also will always release that product.

They would not have invested that much into an unproven "core gameplay". New types of genres usually start way smaller.

Re: Where to be notified about code release, and any fan-based projects to bring LT-like games to life using code?

Posted: Sun Nov 11, 2018 9:18 am
by Zanteogo
BFett wrote:
Mon Nov 05, 2018 11:36 am
In essence technical feature creep was what killed LT. Modding was not supposed to be in LT, and in the end, this is what I think prevented the game from releasing. I'm not a programmer though so I could be wrong there. I just think that if Josh had worked on getting gameplay worked out, just as he had while he was doing work on the prototype, LT would have released at least a year ago.
LT failed because Josh spent too much time trying to find eloquent solutions and not just a solution that worked. (until it was too late)

LT failed because Josh didn't have a plan, and when he did he didn't stick to it.

LT failed because when it became clear this was too much, he didn't cut out features. Sure having half of what LT was supposed to be would have sucked, but now we get nothing at all.

LT failed because Josh spent too much time treating this like his school experiment and not like a project he agreed to create after taking peoples money.

LT failed because Josh's support structure, (eg this forum), kept telling him that everything was alright and nothing was wrong. (other than the few of us who actually questioned things)

That all being said, I don't believe for a second there was any malice on his part. Quite a bit of young inexperience and too much wishful thinking.. yes.

Maybe he will give it another go in ten years or so. (edit: though he almost certainly won't, people don't get any hopes up)

Re: Where to be notified about code release, and any fan-based projects to bring LT-like games to life using code?

Posted: Tue Nov 13, 2018 5:29 pm
by zircher
I'm still of the mind set that I would rather see ugly code than idle speculation. I fix code, that's what a lot of us do either as a hobby or a paid gig. But, you have to have something to work with in order to make any progress.