hcpig pisze: ↑14-04-2026, 05:44
Nawet biorąc po uwagę wszystko powyższe cały czas nie do obrony jest fakt, że Shovel Knight nie chodzi płynnie na sprzęcie, który odpala np. SiN Episodes: Emergence, VtM: Bloodlines, FEAR albo Quake 4.
Shovel knight to mala gra z malego studia (bodajze 6 osob) finansowana z crowdfundingu. Nikt nie bedzie tego optymalizowal na tak zalosny sprzet. Nie znam szczegolow technicznych, ale czasem same uzywane narzedzia, frameworki i silniki (jesli nie tworzyli swojego od zera) maja juz poczatkowy narzut techniczny, ktory jakiegos sprzetu wymaga.
Podejmujac decyzje projektowe najczesniej ze wzgledow praktycznych odcina sie przypadki brzegowe, bo zysk ze zrobienia dobrze kilku pasjonatom jest nieproporcjonalnie maly do odniesionej korzysci.
Kiedys trzeba sie pogodzic z tym, ze na tym wzgorzu, na ktorym umierasz, jest niewiele osob i nie maja zbyt duzej sily przebicia.
Patrz, jakie oni mieli realnie zmartwienia i wez tam wcisnij optymalizacje pod sprzet, na ktorym siedzi 50 osob na swiecie:
If you’re running the numbers in your head, you might be thinking – you told us you were going to make and release Shovel Knight and its stretch goals within 2 years! There are six people behind the core team that made Shovel Knight. According to the standard rules we just established, to make Shovel Knight in the two years we thought it would take, we would need $1,440,000 on hand!! Well that just wasn’t going to happen!
So what did we do to offset that cost? First, we took Jake Kaufman’s salary out of the equation – he was generous enough to agree to a post-release payment and diligent enough to provide most of the sound and music in a very short time frame. With that cost mitigating measure, we’re now we’re down to $1,200,000…that didn’t help much!
Next we decided that, yes, this was a two year game to make including the stretch goals, but we could probably squeeze it into a year if we took those out and released them as free updates in the future using the sales of the game to fund the cost. In case you were wondering, that’s why we announced during the Kickstarter that the stretch goals would be post release content. We were planning that far in advance! Ok, so we get to cut the budget in half by shaving off a year: we’re down to $600k now. We’re getting close.
Unfortunately, we’ve now run out of options – the only thing left to do is cut the amount allocated for each person by half. So now we’re running on $5k man months – which is extremely low. At first, that sounds like $60k per year, but with the company costs, taxes, etc, in reality, it’s more like $30k for each of us over the course of the year… and that’s before any taxes.
At this point you have to be thinking, $30k minus taxes for one year’s salary, a grueling work pace (think: 12-18 hours a day, 7 days a week) and no stability whatsoever….why bother? An NES game, that’s not going to sell. The 80′s are over, man, get with the times! The cool kids are all into the AAA explosive action sequences. You’ll never make it!