1000+ hours of code? Impressive! But that's no match for the 32,382 vertices I have, or even my hidden cache of 1.75 million bytes of polygons! Touche!
I'm not trying to sound elite. Saying you have 1000+ hours of code is pointless when you haven't even got any in-game screenshots on your website. After 1000+ hours of code, I'd at least expect to be able to see a character standing in an environment. You may have a huge and dedicated team, but when there's no actual…
[ QUOTE ] 1000+ hours of code? Impressive! But that's no match for the 32,382 vertices I have, or even my hidden cache of 1.75 million bytes of polygons! Touche! [/ QUOTE ] Not sure why you're making a joke, but the quote of 1000+ hours wasnt meant to be bragging - it was to let people know that we are a serious team that…
Our team has expanded since our first post, but we're always looking for more! We have a working test server as well as 1000+ hours of code under our belt. Serious modelers & texture artists come join us!
I think what he meant was, numbers are meaningless in that sense. I could have 1000+ hours of code which makes a Hello World window... I'm really not a very good programmer. Basically you can't use numbers like that to qualify how good your team is, it means nothing. That said, one of my models is 1337 triangles.
The problem is that its not meaningless. 1000+ hours no matter what programming level would be 41 straight 24 hour days. Or 125 8-hour days. Its not meaningless as a measure of committment. As it turns out, it was done by our lead coder who has 15+ years of commercial application development experience. Im used to all this…
Have you thought of the fact that we are waiting to release screenshots? Perhaps that our environments arent up to the high quality we want, but that we have worked on many other parts of the engine? We've highly modified the Torque Shader Engine to do some great things with player statistics and inventory, modifying them…