That seems rather common for many projects? If you have so many pieces developed in isolation, putting them together only really starts to happen when you get higher time pressure.
That seems rather common for many projects? If you have so many pieces developed in isolation, putting them together only really starts to happen when you get higher time pressure.
You can’t boot your whole game every time to do AI iteration. Whether or not the menu loads is completely irrelevant to your work. You don’t really want to integrate your broken shit with the currently working rest of the game either.
At least, that’s how I’d think about it.
If you don’t want to check in broken AI code then don’t; that’s what branches are for. But the fact that they weren’t maintaining a working master is inexcusable.
Some games seem to be made playable way earlier then in the case of Rome 2. Look at Baldurs Gate 3 and soon for Path of Exile 2 - all the content is not there yet but the main "game loop" and features are there, this seems like a great way to get feedback, and have time to adjust if necessary. In the case of Rome 2 I guess the management imposed deadlines that did not allow this to begin with. The author does speak of a demo for E3 but it seems like a small piece that was artificially setup to look good.
Valve did this a couple times by just buying out teams who made mods or interesting games - Narbacular Drop becoming Portal, that goo thing becoming the goo thing in Portal 2, Counterstrike becoming Counterstrike, then a CS mod becoming Left 4 Dead.
"Every big program that works evolved from a small program that worked" is even true for games