When Indie game development gets a black eye
gaming.icrontic.com
gaming.icrontic.com
1) If it's not automated, it's not a real backup.
2) If it's not redundant, it's not a real backup.
3) If it's not regularly rotated off-site, it's not a real backup.
Doing any one of these things by itself or in tandem produces "a copy." A copy is handy, and it may really save you, even a majority of the time. But, making casual copies is optimistic at best. Someday, you will need the benefits of all three layers.
http://www.43folders.com/2010/03/15/yes-another-backup-lectu...
With regards to coders specifically: git and similar DVCSes is a lifesaver. If you have a sensible push workflow, loss of a laptop only costs you the laptop, the time it takes you to get a new machine to the state where you are productive (+), and whatever your average not-pushed-to-somewhere batch size is.
+ Having recent experience with this, Ninite + Dropbox + a monthly backup of my Ubuntu VM (where dev happens) in Dropbox = total recovery time was about three hours.
- checking in the tools, as well as the sources
- running them in a VM, and backing /that/ up
- ensuring that none of the tools, certificates, etc. will expire
Gigabytes are cheap.
I have a feeling that as they start re-developing what they have lost, they will find that the work goes 1-2 orders of magnitude faster than it went when they originally did it and in just a few weeks they will be caught up.
I think the way that they are handling it (treating it as pretty much a project ending blow) is pretty questionable.
Took me about a day and a half to re-create the work, and it was /better/.
I'm not saying it's a good thing to lose work this way. But it's seldom utterly catastrophic. (Exceptions like "the SourceSafe database and build machine start pushing up daisies the night before Final" . . . well, for one thing: Don't use SourceSafe, and for Pete's sake, make sure your backups actually work).
Devs don't understand that gamers are the worst customers on the face of the earth, that for the price of an expresso they think you have an obligation to listen to their entitled whining for years, that the community they participate in and value belonging to is frequently a toxic cesspool of humanity, and that being an indie developer is approximately ~10% or so about making video games. (The other 90% is marketing, customer support, community management, marketing, accounting, marketing, taxes, marketing, hiring, marketing, etc. Quite similar to selling bingo cards to elementary schoolteachers.)
To the first, however, as a qualified software engineer and just general computer user - any dev worth his chops should absolutely be running backups more resilient than copying between two boxes in the same residence (with the likes of CrashPlan, it's so easy!), and at the very least using some form of off-site VCS.
$20,000 easily covers a (decent) yearly github subscription, for instance, which would absolutely cover this instance.
I think it's a pretty rare thing, but I can't blame PP for covering themselves on this.
The developer -should- refund everyone's money if they aren't going to be able to deliver. And if there's a major delay, they should offer the choice to the customer.
But likely, they don't have the money, and it's just not an option.
protip: When life sucks act perfectly.
The guy had his baby killed and these guys ream out the way he responds. He was working on making something that people enjoyed. Hearing people on the sideline, put that much effort into making him wrong strictly pisses me off.
There are risks in paying an indie for a game before he delivers - wow that's a shocking conclusion.
Feel bad for the developer, that's a kick to the nuts I hope I never experience.