BlogLearn historical details about development

In this section of the Wing Commander Saga webpage, you can find historical details about development of Wing Commander Saga.

DATE: 2009.01.05

Welcome to the latest news update! This week, we'll cover a few different topics, including space environments, our work flow process, and feature creep.

Last week we got all nebula backgrounds done, and they came out very well. The in-game visual experience is now amazing. Each star system has it's own backdrop, giving each one an individual flair. Take a look at our latest screenshots for a few examples. These are from multiple environments, and you'll be seeing more as we continue pushing out media. So, basically, you can consider those shots an appetizer.

Regarding our work flow process, there's a multi-disciplined group that meets (usually twice a week) to review where we currently are and to make plans for where they are going. Any of you aspiring modders out there, be prepared; design is all about meetings, it seems. In this case, the meetings are well worth the time, though. Everyone is all on the same page, and we find that running our creative process this way is both more effective and more efficient.

We are also working hard together to avoid "feature creep." Feature creep, for the readers out there who are unfamiliar with the term, is a software development term that basically means that a project keeps getting delayed because features keep getting added to the product. Now, given that definition, it may sound like avoiding feature creep would be a relatively easy task. The problem is, feature creep can be both subtle and seductive - especially when you're working on your own project. There's an intense desire to keep adding elements to your product. Some of these elements are small, but they add up - that's the subtly. Also, many of the features we want to add are really great ideas, so it's hard to let those great ideas go. Honestly, sometimes you don't let an idea go because it is just too cool - that's the seduction.

At any rate, it's always better to go for depth rather than breadth, meaning you should pick your core gameplay features and polish, polish, polish until you die of exhaustion. It ends up being much more fun for the game player, and that's the audience we need to please.


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