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The Finish Line
The Finish Line
| Name: | Joe Maruschak | ![]() |
|---|---|---|
| Date Posted: | Sep 30, 2006 | |
| Rating: | 4.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Joe Maruschak |
Blog post

Whee! I can finally talk about one of the things I have been working on during the last year. This week, Rack'em Up Road Trip shipped on MSN!
Rack'em up Road Trip reperesents the first commercial title that was developed in house at GarageGames (in partnership with Oberon Media) using Torque Game Builder, and demonstrates our commitment to 'eat our own dog food'. With every peice of technology we make, we feel compelled to put it through its paces and give it a real world run through the guantlet.
We started Rack 'em up Road Trip last year with a pre-release version of Torque Game Builder. Starting in early on the engine development process, we worked hard by tackling what is actually a pretty difficult project.
First, we had to match the feel and rules of a game that people have real world experience with. We could not ignore interface issues that were not working or change the rules if things were confusing. We had to work toward solutions. There were a myriad of small interface issues with foul reporting, communicating the players which balls were 'legal' (particularly with snooker), and challenges with the AI in getting them to be fun enough to play against. Additionally, we upped the ante by adding some sort of movement 'bling' to every GUI screen. Very little of the in game navigation is done on static screens. We made a pretty big game, and we still kept the download very reasonable (in the 10MB range) and kept memory usage low.
We faced many difficulties and challenges, and in the process, TGB became a much stronger engine because of it. What did not work, we had to fix, where the workflow was not usable, we created tools to help speed the process along. We suffered through this pain so you guys did not have to.
We knew going in that this would be a hard road, and we also believed that the engine, even at that early state, was up to the challenge we were taking on. TGB measured up, and did not let us down.
I want to send out a massive thanks to the team, Robert Blanchett, who took the lead on programming and was with this project from beginning to end, Mark McCoy, without whose help the game would not look half as good as it does, Zach Zadell, without who we would have no single player game, Justin DuJardin, who was instrumental in giving us our whoosy, blingee GUIs. A shout goes out to Adam, Clark, Pat, Jeff, Josh, Melv, Paul, Eric Elwell, and everyone else who contributed to getting this game accross the finish line.
Check it out!
Recent Blog Posts
| List: | 11/07/06 - Focusing development by way of bootstrapping 10/20/06 - New Human 2.0 09/30/06 - The Finish Line 09/03/06 - Value of a Thing 06/18/06 - The shape of things to come 06/11/06 - Starting a Studio: Things we did right 06/02/06 - You Can Do it! 09/05/05 - The importance of theme |
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Submit your own resources!| Todd Pickens (Sep 30, 2006 at 16:49 GMT) |
Congrats guys!
| Adam deGrandis (Sep 30, 2006 at 16:50 GMT) |
Awesome, so good to see these out in the world.
| Eric Elwell (Sep 30, 2006 at 16:51 GMT) Resource Rating: 5 |
| Prairie Games (Sep 30, 2006 at 16:59 GMT) |
Looking forward to meeting you in a week :)
| Rubes (Sep 30, 2006 at 17:03 GMT) |
| Harold "LabRat" Brown (Sep 30, 2006 at 17:14 GMT) |
| Paul Dana (Sep 30, 2006 at 17:15 GMT) |
| Jeremy Alessi (Sep 30, 2006 at 17:48 GMT) |
*I see MSN wanted it all for themselves eh? Really nice presentation by the way, I can see a lot of love went into it.*
Edited on Sep 30, 2006 17:57 GMT
| Anton Bursch (Sep 30, 2006 at 18:47 GMT) |
Quote:
We suffered through this pain so you guys did not have to
i wouldn't say that's entirely true.
But, anyway, I'm buying this game asap... cause it looks fun.
Edited on Sep 30, 2006 18:48 GMT
| ando (Sep 30, 2006 at 19:07 GMT) |
| Jeremy Alessi (Sep 30, 2006 at 19:52 GMT) |
| L Foster (Sep 30, 2006 at 19:59 GMT) |
| Mark McCoy (Sep 30, 2006 at 20:02 GMT) |
Domo arigato Mr. Roberto... domo... domo...
Edited on Sep 30, 2006 20:59 GMT
| Tom Spilman (Sep 30, 2006 at 20:42 GMT) |
| Stephen Zepp (Sep 30, 2006 at 21:35 GMT) |
Quote:
Quote:
--------------------------------------------------------------------------------
We suffered through this pain so you guys did not have to
--------------------------------------------------------------------------------
i wouldn't say that's entirely true.
But, anyway, I'm buying this game asap... cause it looks fun.
No one said it (TGB) was perfect yet Anton, but if you take a look at when Rack 'em up Road Trip was in development, we're talking before the Level Builder was even in prototype stage.
TGB is several orders of magnitude easier to work with due in no small part to the pain of developing a large and high quality game with it compared to where it (then T2D pre level builder) stood more than a year ago.
Edited on Sep 30, 2006 21:36 GMT
| Mark McCoy (Sep 30, 2006 at 22:35 GMT) |
| David Stewart (Sep 30, 2006 at 23:01 GMT) |
I hope you get many downloads and purchases.
| Dan MacDonald (Sep 30, 2006 at 23:04 GMT) |
| Tom Bentz (Sep 30, 2006 at 23:48 GMT) |
| Alex Rice (Oct 01, 2006 at 01:23 GMT) Resource Rating: 4 |
| David Stewart (Oct 01, 2006 at 01:29 GMT) |
Only thing I didnt like was that the installer wouldn't let me choose where to install.
| Gustavo Boni (Oct 01, 2006 at 01:47 GMT) |
| Keith Frampton (Oct 01, 2006 at 03:22 GMT) |
Edited on Apr 04, 2007 14:40 GMT
| Travis Wood (Oct 01, 2006 at 03:53 GMT) |
This looks great!! Show microsoft this for xbox live arcade. You can do that with this tiltle.
| Anton Bursch (Oct 01, 2006 at 05:24 GMT) |
Don't say anyone didn't tell you. Now I gotta get back to pla... working.
| Philippe Thiboutot (Oct 01, 2006 at 06:35 GMT) |
Edit: managed to get it to work.. faulty sound drivers...
Thanks a lot! =)
Edited on Nov 29, 2006 20:04 GMT
| Alex Rice (Oct 01, 2006 at 07:31 GMT) Resource Rating: 4 |
| Clint S. Brewer (Oct 01, 2006 at 09:25 GMT) |
| Tank Dork (Oct 01, 2006 at 11:13 GMT) |
Without a doubt the best looking and playing pool game I have ever played!
| Rivage (Oct 01, 2006 at 16:43 GMT) |
| Jeremy Alessi (Oct 01, 2006 at 18:53 GMT) |
| David Higgins (Oct 02, 2006 at 00:03 GMT) Resource Rating: 5 |
As for the dev questions, I had no part in it, but from evaluating the game, I've come to the conclusion that the balls have to be 3d objects in the 2d world -- as they rotate on all axis's and I can't see how you can do that with a 2d object without using up WAY too many resources and way too much math... although, I can't seem to find a DTS object in the game install dir ... so they must be creating it dynamically through code (most likely a custom C++ object, as the t2dShape3D object doesn't have the ability to be created without pointing to a DTS object -- from what I can tell) ...
I'm very curious about the physics though, it seems to have a "think ahead" functionality for the helper lines, and the TGB physics don't appear to act anywhere near close to that -- my first TGB demo project was a billiards game, and I abandoned it as I could not get the physics to react like they do in Rack Em Up --- Very impressive, very impressive indeed -- I would have liked to have seen the game on GG's product page though, rather then MSN's ... but eh, we can't have everything we want in life, right?
| Melv May (Oct 02, 2006 at 09:40 GMT) |
In terms of the "think ahead" functionality, it has a duplicate scene and simulates the move to determine what will happen forward in time.
Massive, massive kudos to GG for the amazing work they've done in shaping the T2D/TGB product and producing such a slick game that performs well. It was such a buzz to see a room-full of guys using T2D to make Rack'Em-Up when I visted.
Just to be clear, this product was written using a very old version of T2D. TGB is so much more powerful now; imagine what could be done with it now!
- Melv.
Edited on Oct 02, 2006 09:49 GMT
| Zachary Zadell (Oct 02, 2006 at 18:14 GMT) |
| Alex Swanson (Oct 02, 2006 at 19:29 GMT) |
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4.8 out of 5


