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Rapporter et problem med oversettelse
I however have one question: When Peter talked about the timeline in video #34 he said we would have to decide between different tech cards which would have added a lot of depth and variety to the game, but in video #35 we are back to a linear (=railroaded) system. What happened?
For me as a Computer Scientist this sounds terrible and illustrates my fears, that the development of Godus is running very "spaghetti-like" and is not really plan- test- or model-driven. If there would be a good project management, a meta-plan for the game plus a well-structured code-repository, there would be no need for such a statement!
I’ve read in some of 22Cans-publications, between the lines, that you guys follow a extreme-programming like agile project process. Agile Project management is really a nice thing if you follow its rules and one of the most important things if you follow XP or Scrum is, to have short project-iterations and CONTINUOUS INTEGRATION!
http://en.wikipedia.org/wiki/Continuous_integration
2. What's the point of followers having jobs? I mean the game is still based on finding cards (and stickers now ...) in the maps, what does jobs mean for the game. Does it gather ressources (a woodcutter collect wood) or is it just cosmetic?
should be mandatory but i will quote this just to make sure 22cans reads it and the second part because in my oppinion the only real big flaw godus ever had is called gems.
I hope that this kind of update will continue once we all started in the new year and that the 22cans finally realize that afterall its not just about the game they make but the community that they expect it to play and pay for it, one way or the other.
So long, Merry X-Mas and a Happy New Year.