Software Inc.

Software Inc.

View Stats:
Takes long time to develop anything.
I have seen many people having problems with this. I have 2 teams each dedicated to design, programming and art with 6 people per team and 1 leader with automated HR. I have 2 because they are split into night and day teams (also a thing, night teams seem to be very tired all the time despite being home during the day).

I dont know what to do. Projects take eternity, like multiple years for simple graphics card or something like that.

Please help. Advise me.
< >
Showing 1-8 of 8 comments
🍅TomatoLV🍅 Jul 13, 2016 @ 9:41am 
Bump
Genmali Jul 13, 2016 @ 11:14am 
Originally posted by TomatoLV | trade.tf:
I have seen many people having problems with this. I have 2 teams each dedicated to design, programming and art with 6 people per team and 1 leader with automated HR. I have 2 because they are split into night and day teams (also a thing, night teams seem to be very tired all the time despite being home during the day).

I dont know what to do. Projects take eternity, like multiple years for simple graphics card or something like that.

Please help. Advise me.

What difficulty are you playing on? And before you make your product, have you checked the "recommended amount of Programmers/Designers/Artists"? Also, how long does it actually say it will take to develop the product in the "New product" tab? I'll have you know that developing Operating Systems and Game Engines can take quite a while (they do in real life aswell). This amount of time is boosted by the difficulty. Meaning that playing on hard will take over 4 times as long as playing on easy (if i remember correctly).
🍅TomatoLV🍅 Jul 13, 2016 @ 11:43am 
I do play on hard but the estimated time usually is more than a year or something. Some of the projects for me take WAAY over a year. My teams consist of 6 people. I have teams for Arts, Design and Programming (6 people in each).
Genmali Jul 13, 2016 @ 12:47pm 
The recommended thing is a bit buggy, but what i figured is that if it says you need 2 artists, 2 programmers and 2 designers, it means you need them maxed in everything. Also, this is still bugged. What you need to look at is the circle graph, which will show you how the work will be distributed. If you're doing game design, it is very likely in the early stages that you need more artists, on hard anyway. while later, you need a lot more programmers (When games/engines become more advanced)
At least it seems for me that the estimated time is likely what it will take for me. Maybe even a bit less, but all my people are maxed out in the things they work with.
Also note that if you've got too many people, it will slow down the producting. (Having 10 designers when you need 3 ect.)
Last edited by Genmali; Jul 13, 2016 @ 12:48pm
Titus Jul 13, 2016 @ 3:18pm 
I think (not sure) that having more artists and/or designers slow down programmers work and add numerous bugs.
Genmali Jul 13, 2016 @ 3:21pm 
Originally posted by titom75:
I think (not sure) that having more artists and/or designers slow down programmers work and add numerous bugs.
They only add more bugs if they work on something they are not qualified for (An artist with 0 programming skill working on design ect)
Having a lot more than you need will just slow the face down (having 10 designers when you only need 3 ect)
Last edited by Genmali; Jul 13, 2016 @ 3:31pm
🍅TomatoLV🍅 Jul 14, 2016 @ 6:59am 
Originally posted by Genmali:
The recommended thing is a bit buggy, but what i figured is that if it says you need 2 artists, 2 programmers and 2 designers, it means you need them maxed in everything. Also, this is still bugged. What you need to look at is the circle graph, which will show you how the work will be distributed. If you're doing game design, it is very likely in the early stages that you need more artists, on hard anyway. while later, you need a lot more programmers (When games/engines become more advanced)
At least it seems for me that the estimated time is likely what it will take for me. Maybe even a bit less, but all my people are maxed out in the things they work with.
Also note that if you've got too many people, it will slow down the producting. (Having 10 designers when you need 3 ect.)
All 6 members of each team are maxed out on their role. All the designers are maxed out on all of the design specialities and nothing else. Same goes for programmer and artist.
As much as i understand, the design stage of making products requires designers, alpha requires programmers and artists and beta requires programmers. Am i right?
Genmali Jul 14, 2016 @ 8:19am 
Originally posted by TomatoLV | trade.tf:
Originally posted by Genmali:
The recommended thing is a bit buggy, but what i figured is that if it says you need 2 artists, 2 programmers and 2 designers, it means you need them maxed in everything. Also, this is still bugged. What you need to look at is the circle graph, which will show you how the work will be distributed. If you're doing game design, it is very likely in the early stages that you need more artists, on hard anyway. while later, you need a lot more programmers (When games/engines become more advanced)
At least it seems for me that the estimated time is likely what it will take for me. Maybe even a bit less, but all my people are maxed out in the things they work with.
Also note that if you've got too many people, it will slow down the producting. (Having 10 designers when you need 3 ect.)
All 6 members of each team are maxed out on their role. All the designers are maxed out on all of the design specialities and nothing else. Same goes for programmer and artist.
As much as i understand, the design stage of making products requires designers, alpha requires programmers and artists and beta requires programmers. Am i right?

That is correct yes, but as i said previously, if you only need ect 2 designers and you put 6 on the case they will actually slow the progress down. Also note that if you make a product that requires 6 of each (and lets assume that's what you have), and the product is estimated to take around 2 years to make. It will take exactly that on hard difficulty. Even tho it may seem longer because it gets boring, that is roughly what it takes. Then worker efficiency comes into question here.

(I am only guessing here, as i don't know this for a fact. It just seems like the way the game logic works)
The estimated time to finish is calculated from the basic principle of your workers being at 100% work efficiency and NOT taking any breaks ect, meaning that the daily meeting ect, will actually affect this. Workers going to the bathroom ect will too, even though they only do it for a short amount of time, it adds up on a 2 year scale. Ofc most peoples workers work above 100% work efficiency, meaning that they will likely finish faster. but if they get stressed out for example, that dramatically reduced work efficiency.
Also team compatibility (which will get boosted by a present leader) plays and imporant role here.

Also keep in mind that bathroom break will (in theory) take up much more of your workers time, if you are to play 1day/month or 8 days/month. Now, to explain this... Basically, imagine a bathroom break takes about 30 mins ingame time for your worker. If 1 month is 1 day, it means that he used 30 mins of that one day to take the break. Lets say his workdays are 8 hours, so he spent 1/16 on going to the bathroom on a month. If you crank the thing up to 8 days a month, and he only takes that same bathroom break 4 of those days. This means that he spent 1/32 of the month on bathroom breaks, which is a massive difference.

All these small factors play big roles here tbh.

Alternatively, play on medium, it is a lot easier money-wise than hard, but it is faster paced. If you think it isn't challenging enough, challenge yourself with only making 1 kind of products, meaning that you will develop all time into games, audio tools, 2d tools ect. Os systems just makes you a ♥♥♥♥ ton of money either way :P
Last edited by Genmali; Jul 14, 2016 @ 8:25am
< >
Showing 1-8 of 8 comments
Per page: 1530 50

Date Posted: Jul 10, 2016 @ 6:40am
Posts: 8