[–]rocket2gunsRocket 20 Punkte 3 Tagen zuvor
Is there a specific way the team decides what should come out first and when?
The team leads will discuss a roadmap item, and each discipline will say what is involved with developing it. Then those items are discussed in relation to existing and scheduled work. At the end of the discussion, the order of things is usually pretty obvious to all. Where there is doubt Producer, Project Lead and/or CEO will play arbitrator.
Alternatively, how does the team decide what to release? Is it a coding hell/goldmine and they release the minor items (weapons, clothing, etc etc) as they see fit...
Art/Map team has more freedom for implementation than designers, who have more freedom than programmers. In all cases, people are only supposed to "check in" (i.e. submit to build) finished work. However, sometimes what works local, or even in local multiplayer, and even the test environment... does not necessarily always work in full production (as we have seen!).
Above all, team leads make most of the decisions in discussion with their team. For important issues, those usually come from the top down (i.e. "We need to fix this bug ASAP"), and resource is found to accommodate for that.
When is that sexy fireman.jacket coming out?
I don't know, you're best bet is to message Chris Torchia on twitter and ask him. I'm not really involved much in the day-to-day of art now, as that's all his area.
What are some things you want to see in the sa? any specific weapons or features?
I think barricading is going to be very important and a huge new addition to the game. I think the new pathfinding system will be a good start in getting half-decent zombie AI, but ultimately I think the return to a stealth focus for zombies is what is needed for zombie AI which will come after the pathfinding solution is used by zombies.