by date
Has it really been that long?
Has it really been that long?
| Name: | Greg Ellwood | |
|---|---|---|
| Date Posted: | Aug 22, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Greg Ellwood |
Blog post
I've had a task on my todo list for a while now called 'Post another GG .plan'. I visit the GG site pretty much every day, read everyone else's .plans but never seem to get the time to write my own.
I finally sat down to write this .plan and thought I'd better check out my previous one first and was shocked when I spotted the date - Aug 05, 2003 - over 3 years ago! Has it really been that long? I guess it has, this might be a long one.. ;)
Well last time I'd been a member of the GG community for just over a year and was just really starting to get to grips with Torque. I introduced myself, talked about my projects and promised to start getting involved with the community more. At the time I was working with a small team called iNvasionWorks on our first Torque powered game.
Project GreenLight: Airborne Operations 1939-45
Ok, hands up, who remembers GreenLight?
iNvasionWorks formed from a group of friends who met on the web while creating maps for Day of Defeat. Some of the maps that you may have played in Valve's retail release of Day of Defeat were made by members of the iNvasionWorks team. I joined the team as a programmer to work on their own WW2 game and eventually I ended up leading the team as well.
We started Project GreenLight using TGE back in late 2002. The game is an online multiplayer first person shooter based around the missions of Paratroopers in World War II. My claim to fame is that GreenLight made the infamous GG whiteboard at one point :)
We had 4 dev shots on GG during 2003-2004:
www.garagegames.com/mg/snapshot/view.php?qid=509
www.garagegames.com/mg/snapshot/view.php?qid=613
www.garagegames.com/mg/snapshot/view.php?qid=677
www.garagegames.com/mg/snapshot/view.php?qid=727
In addition to those shots we made a lot more progress into 2005:
www.invasionworks.com/gl_equip.php
www.invasionworks.com/gl_guis.php
www.invasionworks.com/gl_maps.php
www.invasionworks.com/gl_players.php
www.invasionworks.com/gl_vehicles.php
www.invasionworks.com/gl_weapons.php
The game also managed to get small previews in a few popular gaming magazines.
During development we came across many problems due to creating such an ambitious game as an indie team. Our biggest problem however was keeping the team together and continually moving forward.
We lost a graphics guy who went to Ubisoft to work on the Splinter Cell series, a mapper to Valve, one of the current members is working on Dark Messiah. We also had members sent to Iraq and another who lost almost everything in the New Orleans disaster.
I personally have moved house and job twice since GL started and have also got engaged.
Mid-2005 we were at a stage where we could release a beta of the game but we just weren't happy with what we had. There was nothing particularly wrong with the game just it was still a fair way off what we wanted it to be.
After a lot of thought we made the hard decision to put the game on hold. A big part of this decision was due to the announcement of TSE. We did some tests with the new terrain and water in TSE along with various shaders and decided that TSE was what we needed to really pull off our vision for GL. Although usable we decided to wait until TSE hit MS4 before we picked GL back up.
The iNvasionWorks team members have been pretty much doing their own things for the past year or so. We've done some bits and pieces with TSE but nothing we want to show just yet. With the recent TSE MS4 announcements we're starting to think about GL again and I'm really excited to get back into it.
So what else have I been up to?
I've actually been incredibly busy over the past year and have various projects on the go. As mentioned I have TGE and TSE licenses but also recently started prototyping some game ideas with TGB and have also picked up the Adventure Kit. I'm also excited to pick up XNA and Torque X as soon as they are available.
GameBurst
In my spare time I'm heavily involved in the gaming community and run my own game fan site - www.gameburst.com. If anyone wants extra coverage for their game projects drop me an email and I'll be happy to post about them.
gameCMS
GameBurst runs on my own custom PHP/MySQL Content Management System. Last year I realised there was a need in the gaming community for a decent gaming Content Management System. There were already a handful available but most of them suffered from a mix of the following problems:
* Bug ridden
* Expensive
* Too complex
* Not customisable, resulting in lots of sites that all look the same
I decided to take the best parts of my CMS and after a little polish gameCMS Lite 1.0 was born. gameCMS Lite is FREE and Open Source, using it it's possible to power pretty much any kind of site you can think of such as:
* Single Game Fansites
* Single System Fansites
* Multi-Console Websites
* Gaming Press Websites
* Game & Mod Development Teams
* Clan Websites
The core features of gameCMS are:
* Games (obviously!)
* News
* Media - with support for unlimited image types, automatic thumbnailing and watermarking
* Articles - unlimited types, multipage and custom rating systems
* Polls
* Cheats
* Staff
There are currently several hundred sites either in development or already using gameCMS Lite.
Feel free to download yourself a copy (note you must register on the gameCMS forums) or check out the gamecms site for more info and a demo: www.gamecms.com
To try and overcome the problem of everyone creating identical sites I decided to release gameCMS with no default frontend. To help users create sites with gameCMS I am constantly releasing documentation and tutorials as well as FREE sample frontends and integration classes that users can use, customise or just learn from.
Here's some examples from the first sample frontend powered by gameCMS Lite:
www.gamecms.com/sample6
www.gamecms.com/sample6/gameInfo.php?gameId=3
www.gamecms.com/sample6/review.php?articleId=6&page=1
You can download the sample which includes the original .PSD for FREE from the gameCMS site.
One thing I would like to do with Lite is make it more indie friendly as every game needs a website right? If anyone has ideas that they would like to see in a CMS I'd love to hear them, please post them here or on the gameCMS forums.
You may have wondered why I called it gameCMS Lite and not just gameCMS. This is because I am also releasing a more advanced edition called gameCMS Pro. Pro will feature a greater focus on user interaction and customisation and will be a paid CMS. It's due for release at the end of this year.
A final part of the gameCMS suite that I am creating is a standalone windows app called gameCMS Studio. Studio is developed in C#.NET 2.0 and features a powerful editor, ftp, database and image tools. It will also contain wizards aimed at helping people quickly integrate their layouts with gameCMS. Studio is still in development and is due to launch later this year. You can find a few Studio teaser screens here:
www.gamecms.com/forums/viewtopic.php?t=529
So thats a quick overview of what I've been up to. I'm going to try and post more regular .plans but if not, see you in 3 years ;)
-Greg.
I finally sat down to write this .plan and thought I'd better check out my previous one first and was shocked when I spotted the date - Aug 05, 2003 - over 3 years ago! Has it really been that long? I guess it has, this might be a long one.. ;)
Well last time I'd been a member of the GG community for just over a year and was just really starting to get to grips with Torque. I introduced myself, talked about my projects and promised to start getting involved with the community more. At the time I was working with a small team called iNvasionWorks on our first Torque powered game.
Project GreenLight: Airborne Operations 1939-45
Ok, hands up, who remembers GreenLight?
iNvasionWorks formed from a group of friends who met on the web while creating maps for Day of Defeat. Some of the maps that you may have played in Valve's retail release of Day of Defeat were made by members of the iNvasionWorks team. I joined the team as a programmer to work on their own WW2 game and eventually I ended up leading the team as well.
We started Project GreenLight using TGE back in late 2002. The game is an online multiplayer first person shooter based around the missions of Paratroopers in World War II. My claim to fame is that GreenLight made the infamous GG whiteboard at one point :)
We had 4 dev shots on GG during 2003-2004:
www.garagegames.com/mg/snapshot/view.php?qid=509
www.garagegames.com/mg/snapshot/view.php?qid=613
www.garagegames.com/mg/snapshot/view.php?qid=677
www.garagegames.com/mg/snapshot/view.php?qid=727
In addition to those shots we made a lot more progress into 2005:
www.invasionworks.com/gl_equip.php
www.invasionworks.com/gl_guis.php
www.invasionworks.com/gl_maps.php
www.invasionworks.com/gl_players.php
www.invasionworks.com/gl_vehicles.php
www.invasionworks.com/gl_weapons.php
The game also managed to get small previews in a few popular gaming magazines.
During development we came across many problems due to creating such an ambitious game as an indie team. Our biggest problem however was keeping the team together and continually moving forward.
We lost a graphics guy who went to Ubisoft to work on the Splinter Cell series, a mapper to Valve, one of the current members is working on Dark Messiah. We also had members sent to Iraq and another who lost almost everything in the New Orleans disaster.
I personally have moved house and job twice since GL started and have also got engaged.
Mid-2005 we were at a stage where we could release a beta of the game but we just weren't happy with what we had. There was nothing particularly wrong with the game just it was still a fair way off what we wanted it to be.
After a lot of thought we made the hard decision to put the game on hold. A big part of this decision was due to the announcement of TSE. We did some tests with the new terrain and water in TSE along with various shaders and decided that TSE was what we needed to really pull off our vision for GL. Although usable we decided to wait until TSE hit MS4 before we picked GL back up.
The iNvasionWorks team members have been pretty much doing their own things for the past year or so. We've done some bits and pieces with TSE but nothing we want to show just yet. With the recent TSE MS4 announcements we're starting to think about GL again and I'm really excited to get back into it.
So what else have I been up to?
I've actually been incredibly busy over the past year and have various projects on the go. As mentioned I have TGE and TSE licenses but also recently started prototyping some game ideas with TGB and have also picked up the Adventure Kit. I'm also excited to pick up XNA and Torque X as soon as they are available.
GameBurst
In my spare time I'm heavily involved in the gaming community and run my own game fan site - www.gameburst.com. If anyone wants extra coverage for their game projects drop me an email and I'll be happy to post about them.
gameCMS
GameBurst runs on my own custom PHP/MySQL Content Management System. Last year I realised there was a need in the gaming community for a decent gaming Content Management System. There were already a handful available but most of them suffered from a mix of the following problems:
* Bug ridden
* Expensive
* Too complex
* Not customisable, resulting in lots of sites that all look the same
I decided to take the best parts of my CMS and after a little polish gameCMS Lite 1.0 was born. gameCMS Lite is FREE and Open Source, using it it's possible to power pretty much any kind of site you can think of such as:
* Single Game Fansites
* Single System Fansites
* Multi-Console Websites
* Gaming Press Websites
* Game & Mod Development Teams
* Clan Websites
The core features of gameCMS are:
* Games (obviously!)
* News
* Media - with support for unlimited image types, automatic thumbnailing and watermarking
* Articles - unlimited types, multipage and custom rating systems
* Polls
* Cheats
* Staff
There are currently several hundred sites either in development or already using gameCMS Lite.
Feel free to download yourself a copy (note you must register on the gameCMS forums) or check out the gamecms site for more info and a demo: www.gamecms.com
To try and overcome the problem of everyone creating identical sites I decided to release gameCMS with no default frontend. To help users create sites with gameCMS I am constantly releasing documentation and tutorials as well as FREE sample frontends and integration classes that users can use, customise or just learn from.
Here's some examples from the first sample frontend powered by gameCMS Lite:
www.gamecms.com/sample6
www.gamecms.com/sample6/gameInfo.php?gameId=3
www.gamecms.com/sample6/review.php?articleId=6&page=1
You can download the sample which includes the original .PSD for FREE from the gameCMS site.
One thing I would like to do with Lite is make it more indie friendly as every game needs a website right? If anyone has ideas that they would like to see in a CMS I'd love to hear them, please post them here or on the gameCMS forums.
You may have wondered why I called it gameCMS Lite and not just gameCMS. This is because I am also releasing a more advanced edition called gameCMS Pro. Pro will feature a greater focus on user interaction and customisation and will be a paid CMS. It's due for release at the end of this year.
A final part of the gameCMS suite that I am creating is a standalone windows app called gameCMS Studio. Studio is developed in C#.NET 2.0 and features a powerful editor, ftp, database and image tools. It will also contain wizards aimed at helping people quickly integrate their layouts with gameCMS. Studio is still in development and is due to launch later this year. You can find a few Studio teaser screens here:
www.gamecms.com/forums/viewtopic.php?t=529
So thats a quick overview of what I've been up to. I'm going to try and post more regular .plans but if not, see you in 3 years ;)
-Greg.
Recent Blog Posts
| List: | 08/28/06 - Getting back into Torque and GameSpace Exporting 08/22/06 - Has it really been that long? 08/05/03 - Plan for Greg "FireFly" Ellwood |
|---|
Submit your own resources!| Robert Russell (Aug 22, 2006 at 13:20 GMT) |
Oh yeah forgot to say good to hear project greenlight's still alive and kicking (well kinda since GG will be releasing TSE MS4 in the not-too-distant future) :)
Edited on Aug 22, 2006 13:25 GMT
| Phil Carlisle (Aug 22, 2006 at 13:42 GMT) |
Need to setup hosting of course :)
Phil.
| Greg Ellwood (Aug 22, 2006 at 13:45 GMT) |
Be sure to give me a shout if you need any tweaks or help setting it up.
-Greg.
| Adam deGrandis (Aug 22, 2006 at 14:12 GMT) |
All the same, best of luck with the future. :)
| Tom Bentz (Aug 22, 2006 at 17:13 GMT) |
| Dave D (Aug 22, 2006 at 20:17 GMT) |
Thanks alot
| Joseph Euan (Aug 22, 2006 at 20:23 GMT) |
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