Console development still sucks. Mobile and PC with online distribution are much less stressful.
If you develop tools ship dates don't matter too much as long as you're consistently improving in ways that your customers care about.
Console development still sucks. Mobile and PC with online distribution are much less stressful.
If you develop tools ship dates don't matter too much as long as you're consistently improving in ways that your customers care about.
So the cyclops looks like me, but with one big eye.
Out of curiosity, what was your role on Ultima 7? Do you know of any good articles or resources on the development of that game?
I haven't seen a lot of writing about that time but man it deserves it.
Currently been working on my own FPS for 1.5 years in UE4 (hoping to release a trailer soon) and I owe a lot to Ultima for inspiring me to learn game dev at a young age. I know Richard Garriot has been working on what is effectively UO2 with Shroud of the Avatar but sadly have not had the time to check it out.
A company I worked at shipped one PC game and swore never again. Their support costs went through the roof relative to console.
An amazing feat for the time! The world simulation aspect of it was really cool (and something even now you don't see that often. Like a baker going to through process of baking bread everyday)
No, it seems to have been its own odd thing with no followers. There's some fans trying to remake it in Unity though. They've got quite a lot of it done: https://steamcommunity.com/sharedfiles/filedetails/?id=29400...