Yeah, I suppose the design did have all of those things. The problems were that many of them were impractical to implement in a Half-Life mod, it greatly exceeded the time frame we had to do it in, and the team was not organized or even skilled enough to implement it. ( the solution to the programming not getting done was to hire more and more programmers - it didnt help that some of them didnt know how to code, they just wanted to be there for the thrill )
The 'overhaul' you mentioned involved completely scrapping and redoing all work that had been done so far and creating a new design, a new team and new leadership. That's essentially an entirely redone game and is the only reason dod was ever able to be released.
I'm not trying to slam anyone for their involvement in the first iteration of dod, but a 'killer' design must also be doable by the team that you have, in the time that you have.
> DoD's initial design was killer. It had ..
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Yeah, I suppose the design did have all of those things. The problems were that many of them were impractical to implement in a Half-Life mod, it greatly exceeded the time frame we had to do it in, and the team was not organized or even skilled enough to implement it. ( the solution to the programming not getting done was to hire more and more programmers - it didnt help that some of them didnt know how to code, they just wanted to be there for the thrill )
I couldn't put it better than this post:
http://slashdot.org/comments.pl?sid=25551&cid=277
The 'overhaul' you mentioned involved completely scrapping and redoing all work that had been done so far and creating a new design, a new team and new leadership. That's essentially an entirely redone game and is the only reason dod was ever able to be released.
I'm not trying to slam anyone for their involvement in the first iteration of dod, but a 'killer' design must also be doable by the team that you have, in the time that you have.
Matt Boone
Day of Defeat Programmer