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Future work estimates are just that: estimates.
All estimates are based on our knowledge and experience but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features.
Internal schedules, the ones you will now be privy to, tend to have aggressive dates.
This helps to help the team focus and scope their tasks, especially in the case of tech development. Every team needs target dates, so you may see dates adjust when we get more accurate information and understanding of what’s needed to be completed.
The polish phase is always hard to estimate, increasingly so in online and multiplayer situations.
The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly.
Adamanter said:Se llama desarrollo de software. Bienvenido a la realidad.
Salu2
Dirkh said:Sera el parche del "CoreTech" si sacan eso y funciona como debe, sera un paso enorme y lo demás irá cayendo