Is everything in Pyro done already? Lorville 2.0 is cool and all, but it's not a priority, don't you think?asked by Daddy K Ted
TL;DRStaggered development means separate teams work on Pyro, Lorville, underground facilities and more in parallel, and modular assets built for Stanton can be reused in Pyro, so content keeps shipping steadily without bottlenecks.
That's where staggered development comes into play, and that's where having a team of, including Turbulent, around a thousand people between our five collective studios comes in. Not everybody works on everything at every given moment. There are teams dedicated to Pyro and there are teams dedicated to the underground facilities, there are teams dedicated to Lorville, there are teams dedicated to this, just like there are teams dedicated to the platform fixes and the stuff that's going on there. And that all exists that way because, well, what's the common analogy? Nine doctors don't deliver a baby in one month. There's an inflection point in developing any feature where adding more people to it doesn't make it any faster, it doesn't make it any better. And you don't want any one thing to become a roadblock or to become a bottleneck to other things. Sometimes it's unavoidable. But for the most part, you try to avoid that by having this team on this, and this team on this, and this team on this, so that if something pushes, everything else behind it doesn't have to knock on. There are always going to be dependencies and stuff. And like I said, the only constant in game development is change. But the idea, and it works out this way more times than not, is that by having these staggered teams all working on different things simultaneously, we can continue to deliver content to players at a steady pace.
Because if we're all on Pyro, there would have been no Ghost Hollow, no 600i crash site.
And even when, Nemanja, you said, "I just started on building interiors," that was you having moved on to building interiors. Obviously, we've shown work of other folks already starting on building interiors.
So talking about Pyro, I'm also supporting a team, if they need, for the derelict settlements. So for example, we're using the Raastar tool to create those, and we're building right now the library of all our modules to create the settlements in Stanton. But every single module that we create for Stanton can also be reused in Pyro. So the work we're doing in Stanton is just making our life easier in the future whenever we get to Pyro. For us, it's going to be a matter of a week or two maybe to create one settlement, max. And then we're going to be able to churn out a lot of those.
Best case scenario.
I actually gave you the worst case scenario, because the Raastar tool is a pretty cool tool. It works well. So two weeks for one settlement.
To follow up on what you said earlier: yeah, Lorville may not be the biggest priority, but that's the point. We overlap things. People on building interiors are already coming in as we're wrapping up and polishing.
And the building interiors work for Lorville applies to buildings in ArcCorp, applies to buildings in Orison and stuff. The underground facilities are designed to be placed within Stanton, they'll also be placed within Pyro, they'll also be placed within other systems.
We're building the foundation for things to be used everywhere. I just want to mention that when we built the space clinics, that was the first project where we got to use the early version of the procedural tool that will now be used for the building interiors. So it was like the proof of concept. So everything has a foundation and a use for the next steps.
We talked about the building interiors, we talked about the underground facilities, even things like the space stations. Even the stations of the Stanton system can serve as the basis for many of the decrepit space stations in Pyro and stuff like that. It's all designed to feed, and that's the whole reason we do as much as we can modularly.