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IMGDC tech talk

IMGDC tech talk
Name:Tony Richards
Date Posted:Nov 17, 2007
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As a diamond sponsor of IMGDC, I wound up on the list of speakers, albeit as a "sponsored session." I'm not sure if that's good or bad.

Either case, what's worse... it's at the same time as Kelly Rued giving her sexy round-table discussion on The Lighter Side of Sex.... how the heck am I supposed to compete with that?

First off, although it's a sponsored session, I'm not going to be discussing anything about IndieZen. We have a booth, and if you're interested in what we're doing and would like to learn more about it then by all means, drop by the booth.

Outside of that, I've been at a loss as to exactly what I would like to discuss.

Initially I wanted to talk about Service Oriented Architecture and how to apply it to MMO Game Development. It sounded interested and is something that people probably would benefit from, but in reality, it's a dry boring topic that doesn't interest me in the least.

Scrum, SOA, Agile / Transparent development, Aspect Oriented Programming, Entity Systems... maybe they're all great buzzwords floating around the game development industry (and actually old news in other software industries), but I'm still not interested.

What does interest me is where the rubber meets the road... programmer to programmer, what are the best tools for the job and how does my ruthlessly practical 20 years of programming experience apply to game development?

So that's my topic. Programmer to programmer, how to create a full-blown MMO game in 90 days.

I've been there, done that and it's definitely something that I'm passionate about.

Recent Blog Posts
List:04/10/08 - Indie 2.0 - Content Packs
03/14/08 - Indie 2.0 - Part 1
01/04/08 - IndieZen Dev Blog, Dec 2007
12/13/07 - Happy Birthday IndieZen!
11/25/07 - IndieZen Dev Blog, Nov 2007
11/17/07 - IMGDC tech talk
10/18/07 - IndieZen Dev Blog, Oct 2007
10/13/07 - Long time no blog

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Dave Young   (Nov 17, 2007 at 05:35 GMT)
It's actually an interesting topic, probably touching on what it takes to plan and execute a fast moving team, use the right art assets, and set goals appropriately.

Tony Richards   (Nov 17, 2007 at 12:56 GMT)
@Dave - Thanks... I guess it doesn't have to be exactly about "90 days" but it should be about what it takes to get the job done quickly and efficiently. One thing I did right for the contest but I think would be wrong for people actually publishing games is I didn't take any risks and didn't innovate... that would definitely be wrong for an Indie publishing a game.

So maybe the title is wrong, but that's the jist of it.

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