Using the System To that end, Ive always tried to look at a schedule, no matter how open, in terms of how each of these states can be reached. Okaywe need to have all of our art assets in the game by the Betabecause thats what a Beta is. When do all of the art assets need to be completed? When do they need to be in the game? When do we need to work out the exact pipeline for putting them into the game? When do we need to realize that everything in the art pipeline is going horribly wrong? If you always make the same type of game, this process can work pretty well. However, from what Ive been able to work out, most developers dont operate under the hope that theyll spend their whole lives making the same game over and over again so theyll have an easy time with scheduling. Rather, people like to work on something new and exciting. The problem with a new and exciting project is that itswellnew. It carries a different set of requirements than the project before it, and a different ordering of priorities needs to be considered in order to make the game as complete as possible. This is especially tricky in the sort of clever, genre-bending indie games Ive heard the kids talk about so much these days. What, for example, goes into a prototype? Its supposed to be a piece of the game you want to make a representative for the larger product. A stranger should look at the prototype and say, Ah, yesI appreciate the entertainment value of this product. I would be inclined to invest monetary units into the development and/or playing of the larger product upon which this work is representative. Or something along those lines. Generally, you should hope for something a bit more enthusiastic. Putting It into Practice Okay. Good. So how do you actually make people say that? Do you fill it with pre-existing placeholder art and focus on programming a mock-up of your core mechanic? Do you design a really clever world, build it out of primitives, and use pre-existing scripts that only allow you to move around? Do you make some customized art assets and particle effects to sell the environment, then go bare-bones with everything else? Keep in mind, you dont have long to do it. Its a question of what really makes your game. If your game is largely about indulging in the epicness or quirkiness of the game world, the games art will be extremely important in selling that concept. If your game is built around a new mechanic that no one has seen before, a correctly-designed test level and precisely-programmed actions and responses will take precedence in demonstrating the fun factor. If youre working on a follow-up to last years big online FPS war game, youll want to show that the system no longer boots you off the server if your name starts with J. In developing A.V., we found ourselves running across a similar problem. According to what Id been taught in years past, the development process was supposed to look something like this: Ideas -> Concept/Pitch -> Documentation -> Box Out Levels -> Test Core Mechanic -> Add More Mechanics -> Add Art Assets -> Clean Up -> Profit This is the basic structure we initially tried to work from. Very simple. Very functional. Easy to follow. Okay, so we threw our ideas at the wall. We came up with a concept and started to document it. And around the same time, we started the prototype. Thats when it became clear that things were going to have to be a little bit different. Our structure has been a bit more like this: Treachery and Lies -> Ideas -> Concept -> Sketch Levels -> Pitch -> Concept -> Pitch -> Documentation -> Sketch Levels -> Make Scripts Do -> Make Art Assets -> Make Level -> Make Scripts Do -> Make Art Assets -> Make Tutorial -> Hate Everyone -> Make Tutorial -> Make Tutorial -> Success!
Will AT&T (T) Disappoint in Q2 Earnings Season? - Analyst Blog - NASDAQ.com
Four factors may be contributing to the decline in these requests. First, it's increasingly likely the FEC won't formally respond to an advisory opinion request. During 2013, commissionersdeadlocked on three of 19 advisory opinion cases 16 percent presented to them. While such a failure-to-rule rate ishardly overwhelming in a political vacuum, itwould have been unheard of at the FEC just a few years ago.
Politicos souring on FEC advice? - Yahoo News
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The Zacks Analyst Blog Highlights: Discover Financial Services, Credit Acceptance, Santander Consumer USA Holdings, World Acceptance and Tesla Motors - Yahoo Finance
Unfortunately, that is not the case here as elaborated below. Negative Zacks ESP: Earnings ESP which represents the difference between the Most Accurate estimate and the Zacks Consensus Estimate, stands at -1.59% for AT&T. Zacks Rank: AT&T carries a Zacks Rank #4 (Sell), which further add to the pessimism surrounding the stock.