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Demigod 108 Hour Work Week - Part 1

By on May 27, 2009 10:58:13 PM from JoeUser Forums JoeUser Forums

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Over the past several weeks, Brad has been posting a series of journals keeping everyone updated on the issues and the progress being made in regards to the connectivity issues in Demigod after launch.  He has also posted some short video clips of the team here at Stardock hard at work, and sometimes enjoying a few minutes of down time, during the time after the Demigod launch.  Those were just a glimpse of what was going on during the extensive work week.

Now that the majority of issues have been corrected, we have put together a video documentary giving you a behind-the-scenes look at the 108 work week after the launch of Demigod. 

This is the first video in a three part series.

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May 30, 2009 9:31:08 PM from Demigod Forums Demigod Forums

Quoting iller__,
Well who made it then? And it's not the planning i was really referring to, more that crunching doesnt work

Gas Powered Games. Stardock sells it and handles a few little things, and went above and beyond the call of duty to stem the bleeding when there where big problems at first. In their best interest too, not only do people tend to assume they made it, but this is one of the biggest games they're selling.

Also, your articles say that crunching doesn't work in the long term. But in the short term (one quotes under four weeks, Stardock crunched epicly for one) it says it does... although it isn't the best thing for your employees' health.

It makes a fairly basic point; if you know you're gonna end up crunching it means you need more manpower, so hiring more people will be better economically and easier on everyone.

Stardock got kinda blindsided with this, and did an admirable job saving it. Unreal Tournament 3 shipped with the same level of problems, didn't get a fix soon enough, and diiiied.

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May 30, 2009 9:40:03 PM from Demigod Forums Demigod Forums

Unreal Tournament 3 shipped with the same level of problems, didn't get a fix soon enough, and diiiied.
You assume it was the technical issues that killed it

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May 30, 2009 10:08:24 PM from Demigod Forums Demigod Forums

Actually the technical issues where just as severe at first, but it was the many, many promised (like, a week beforehand) features they outright dropped that put the nail in it's coffin. But still the same level of problems, even if they wheren't identical.

Hopefully, Stardock saved Demigod in the long term with the 'bandaid' and cupons, 'cause I love this game.

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May 31, 2009 3:53:11 AM from Demigod Forums Demigod Forums

Quoting SolaceAvatar,

Quoting iller__, reply 25Well who made it then? And it's not the planning i was really referring to, more that crunching doesnt work
Gas Powered Games. Stardock sells it and handles a few little things, and went above and beyond the call of duty to stem the bleeding when there where big problems at first. In their best interest too, not only do people tend to assume they made it, but this is one of the biggest games they're selling.

Also, your articles say that crunching doesn't work in the long term. But in the short term (one quotes under four weeks, Stardock crunched epicly for one) it says it does... although it isn't the best thing for your employees' health.

It makes a fairly basic point; if you know you're gonna end up crunching it means you need more manpower, so hiring more people will be better economically and easier on everyone.

Stardock got kinda blindsided with this, and did an admirable job saving it. Unreal Tournament 3 shipped with the same level of problems, didn't get a fix soon enough, and diiiied.

 

ah well i knew it was starpowered that made it, but didnt know stardock helped out, just thought they only sold/distributed it.

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May 31, 2009 6:04:47 AM from Demigod Forums Demigod Forums

not bad

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May 31, 2009 11:08:59 AM from Demigod Forums Demigod Forums

starpowered


I LOL'd

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June 1, 2009 6:26:06 PM from Demigod Forums Demigod Forums

Interesting video, makes me miss dev!

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