Another challenge is managing a ton of community contributors as the game grows. However, this means major additions of code into a framework structure that wasn’t quite planned out far enough to anticipate new game mechanics or customization options, leading us to increasing organizational problems. Because it still has a strong and potentially continually growing player base, we are motivated to keep adding new content to the game. We did not expect the amount of success PF would consistently maintain, expecting it to die out in a few years so that we would naturally move onto a new project. Much of the challenge in development comes from the lack of foresight in how big the project would ever become. Over the couple years of its development we have scrapped and rebuilt major parts of the game from scratch such as the gun framework and the UI framework multiple times and plan to do so again in the near future as structural issues rise again. Organization also tends to deteriorate over time due to our lack of professional experience. Most of the beginning development was experimenting with different approaches to getting certain mechanics to work with Roblox’s technical limitations and limited tools. What was it like developing Phantom Forces? A lot of trial and error. The following interview was between Thundermaker300 and litozinnamon on Error: Page "User blog:RBLXDeveloperInterviews/ litozinnamon: Phantom Forces" does not exist., as part of the Developer Connections Project. 4.8 Shotguns (Assault, Support and Scout Classes).4.7 Battle Rifles (Assault and Support Classes).4.6 Designated Marksman Rifles - DMR (Scout and Recon Classes).4.3 Light Machine Guns - LMG (Support Class). 4.2 Personal Defense Weapons - PDW (Scout Class).
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