My mind has clear up a bit, so I’ll give more insight on what happened. @Schneider21 is partly correct.
We were an internal team. Formerly as a freelancer I was hired to kick-start the project. Initial ideas were from the management, but I was given the responsibility of coming up with the whole budgeting & timeline. So I did, with the help of the UI person (he was already working there, but pulled to help me).
The following fully described concept came to light after I was hired, so don’t blame me of why I joined in (haha).
They wanted multistorey stores, up to forty floors. Holding individual lots, that user can enter and interact. Each lots are owned by different sellers/vendors. They wanted user to look around the INDIVIDUAL SHELVES and ITEMS. Really like what you do in real life.
Reasoning as a game designer, I questioned why the hell would people want to do that? It’s tedious. By the time you have reach the lot that have the items you wanted, someone using Amazon would already have the items shipped to them. But they kept insisting on that, saying to just duplicate the thing 40 times. Okay, whatever, maybe I’ll figure a way even if I don’t agree one bit.
The demo video you saw? That intro slideshow stuff and the fly-through was hacked in 3-4 weeks because they want it. So we have not much control there. (That’s not how the game plays, btw)
Skipping a bit,
I figured out on how to deal with the very large amount of space they wanted. They were happy with what we have shown; budget & proposal were approved and so we’ve receive the blessing of expanding. Things kept going downhill from here on.
I planned in stages, each took around 5-6 months.
Stage 1 is character customization, and be made as standalone app hosted on the web. Like a 3D preview of items when you go to their site. Was needed to sell the whole ‘virtual shopping’.
By the end of stage 2, we should have all the framework and tools working,
and by stage 3 models/assets/gameplay are to be added in. Here, it can be released to the public.
Multiplayer (Read : NOT MMO) & networking are only to be added by 4th stage.
I need to stress this out, THEY AGREED to the whole thing.
What we planned vs what we got :
4 additional team members for startup | Only 2 additional members.
Development machine for new members | Nadaaaaa.
Licensing for tools | Zilch. I forked my own money to speed up development time.
Later on I learned from my team that our budget was put on hold until the end of stage 1. Uhhh, that was not was agreed upon.
Features from Stages 2,3 & 4 were pulled to Stage 1. The worse is networking features, why the hell do I need to connect to their network so early on is beyond my understanding. So suddenly you’ve got a login/registration screen 1 & half month in…and live payment system (without a working store) 3 months in. It might have been easy, but every hour working on some unrelated stuff means less time for me to develop gameplay tools and features.
That 5-6 months stage cycle? Cut to 3 months, with the additional extras that doesn’t contribute to game play at all.
E.g a live payment system, without any in-game items to be sold. And it’s not using Google Wallet or whatever Apple uses.
Models? Well our modeler could only do so much in such a short time. So we went to the asset store for some placeholders. Oh yeah, the character changing scene, I was the one who modeled that.
We managed to give what they wanted for stage 1 in 3 months, but somehow we were accused to be delayed by 2 months. Huh?
Then our modeler left. (he was under contract, and didn’t want to work full time)
Panicked, the management called me in and asked to find someone else to lead the team in 2 days.
Wait, what? Apparently I was softly demoted from Lead to 2nd in charge somewhere along the project.
Of course I can’t find someone, so the team was disbanded and they’re looking to outsource the stuff.
So in the interim, I was tasked to handle the project alone until their deal was solidified. Suddenly they wanted to publish the game in 1 month, under the beta tag.
I tendered my resignation.
Forced to release, as in features were half-implemented, lack of contents, a 2 year dev time compressed into total of 3 + 1 months. Nobody pointed a gun to our head, but as developers we are horribly heartbroken that this has become a release candidate.