The design and production work by the art staff was not free from problems either, who later were sent to receive further training. After that, their work indeed became much better.
Programming was another problem: still new with 3D games, those programmers who had been doing 2D failed to add enough effect to the game, including lighting and special effect.
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However, with the time running, it would be very difficult to achieve all these revisions immediately. But he knew what he had to do: however difficult it was, he had to achieve as many visual improvements as possible, by making as few revisions or changes as possible. Finally he worked out a save plan: the team should first be reconsolidated and efficiency should be improved. He set up an internal BBS, on which every art designer needed to put what they had just finished for others to comment on. These were in pictures and notes were added to explain what they had in mind. His team leader or manager had to read and reply (according to him, this is especially important, because if there were no reply, then nobody would want to post anything or read what others posted). However, he added that in such public places as BBS, compliments and useful suggestions were preferred, while criticism could be left for private conversations. Everyone was required to stick to the end on their own designs until it was made perfect; free discussions were welcome, but not continuous quarrels. For the planners, he taught that they now had to work for both the art designers and programmers: at the present stage, the game did not need many changes in its system and way of playing it. In other words, we did not need many new plans; with the unsatisfactory visual effect we had now, planners needed to work with and for art design and programming, who would have a lot to do.
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As there would be no time for the art designers to redo it or make great changes, he then instructed that revisions would be done in the following aspects:
1. revise art database for the main characters, including modeling and pictures.
2. add lighting to the scenes so that they would be truly three-dimensional and the colors would be brighter. This, of course, involves both programming and art design.
3. revise Map Editor. When designing and developing the Map Editor, consideration should also be given to whether the art designers would find it familiar and easy to use. It was found that art designers would react to what was edited (including modeling): if they find the Editor not handy, they would be in low spirits and find it hard to bring their potential into full play.
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Another thing to be noted about this fantastic story is that though he made a revision plan for three months, the development team at first said that it would only take them two months. They actually spent four months on it. However, the revamped game turned out to be a huge success.
When looking at Atlantica Online Gold today and the success it has gained, it is difficult to imagine that it was nearly killed before being put on the market. What Jung did in saving the project, of course, is even more fascinating and instructive to us than the game itself.



