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Plan for Melv May
Plan for Melv May
| Name: | Melv May | ![]() |
|---|---|---|
| Date Posted: | Mar 15, 2004 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Melv May |
Blog post
I wish I had better news on the Strategem front really. Since Christmas, I've personally been extremely busy with work (resulting in being exhausted in the evenings) and have spent most weekends doing various tasks related to the house and our 'baby to be' due around in August.
The net result is that Strategem coding has had to take a back-seat, something that has really depressed me as programming is all I really want to be doing in life! Creating a baby is wonderful but in the here and now, I want to be coding! Strategem currently stands on the brink of having the GUIs complete, the AI is so close we can smell it and the fighting system is one-step from seriously playable.
We made various modifications to the way the combat/animation system internally works to make things simpler for the more complex powers that need to be generated. This resulted from the fact that we had poor planning of how it was all strung together; this was simply because available time has been limited and it was rushed, quite simply. Unfortunately, this meant quite a modification to some of the major components, something that required a steady hand, plenty of coffee and lots of time.
On top of this, in anticipation of the required effects that are needed, I started work on a new particle system which has had a serious amount of work put into it so far. It currently stands at a point where I need to start putting together a prototype application to manipulate it and refine the engine as a whole. A couple of months work there alone!
Craig, who's doing the AI, has also been busy both at work (he works with me) and also personally and his time away from his young lad and various house moving issues has been extremely limited. This has not helped as the AI integration at the moment is critical to moving forward with the final playality issues but it can't be helped.
Jordan, our modeller, has recently done some wonderful artwork for the GUIs. It has to be said that his contributions are simply stunning and make it even harder when he sends such professional artwork via email and we've not got the time needed to move on.
I really wish I had better news. The actual time on Strategem over the last 6 months has been extremely poor. I think work has dominated Craig/My time and leaves us exhausted.
So what do we do? Well, it's only 20 weeks before my baby is born; Craig is going through a house-move and Jordan is ready to finish the GUI artwork. The way forward is simply down to available time and that is a big unknown at the moment. Bah! I know I'm waffling here but being an indie-developer with a fulltime job can be so frustrating. I strongly believe that we've got the talent but I think at least the last 6 months have shown how things can be completely blown out the water no matter how much talent or motivation you've got. If you haven't got the time or energy then your basically stuffed. I've heard a few comments on down-sizing your life and things but to be honest, I'm not interested in developing games for a living, but rather for fun. Maybe we should of attacked a smaller project, who knows?
I feel in some ways that I've disappointed the community as we should of had Strategem out there along time ago. It's not that Strategem is enormously complex but rather the unanticipated lack of time over the last 6-8 months that has been killing us.
The future holds an IGC'04 coming up; we'd love to have something playable but I've got no idea on whether we'll make it. I'd love to put Strategem on the shelf and work solely on the Particle-Engine; something that would benefit alot of people but that would be trashing the massive amount of work we've already done on Strategem. I've also got a handful of really exciting projects that would be great for the community but I feel that I cannot simply jump ship. This leaves me in a stalemate.
Maybe the team is missing something? Maybe we need some counciling of sorts or someone to help us organise/sync our development, I don't know. I think the team relied very much on everyone having the same vision without anyone in particular driving it forward which may be a poor way to run a project.
I guess our team has had to learn an awful lot about collaborating remotely but we probably need some factor to come in and allow us to work more efficiently, who knows?
Any advice or comments are most welcome ... please, be kind. :)
- Melv.
The net result is that Strategem coding has had to take a back-seat, something that has really depressed me as programming is all I really want to be doing in life! Creating a baby is wonderful but in the here and now, I want to be coding! Strategem currently stands on the brink of having the GUIs complete, the AI is so close we can smell it and the fighting system is one-step from seriously playable.
We made various modifications to the way the combat/animation system internally works to make things simpler for the more complex powers that need to be generated. This resulted from the fact that we had poor planning of how it was all strung together; this was simply because available time has been limited and it was rushed, quite simply. Unfortunately, this meant quite a modification to some of the major components, something that required a steady hand, plenty of coffee and lots of time.
On top of this, in anticipation of the required effects that are needed, I started work on a new particle system which has had a serious amount of work put into it so far. It currently stands at a point where I need to start putting together a prototype application to manipulate it and refine the engine as a whole. A couple of months work there alone!
Craig, who's doing the AI, has also been busy both at work (he works with me) and also personally and his time away from his young lad and various house moving issues has been extremely limited. This has not helped as the AI integration at the moment is critical to moving forward with the final playality issues but it can't be helped.
Jordan, our modeller, has recently done some wonderful artwork for the GUIs. It has to be said that his contributions are simply stunning and make it even harder when he sends such professional artwork via email and we've not got the time needed to move on.
I really wish I had better news. The actual time on Strategem over the last 6 months has been extremely poor. I think work has dominated Craig/My time and leaves us exhausted.
So what do we do? Well, it's only 20 weeks before my baby is born; Craig is going through a house-move and Jordan is ready to finish the GUI artwork. The way forward is simply down to available time and that is a big unknown at the moment. Bah! I know I'm waffling here but being an indie-developer with a fulltime job can be so frustrating. I strongly believe that we've got the talent but I think at least the last 6 months have shown how things can be completely blown out the water no matter how much talent or motivation you've got. If you haven't got the time or energy then your basically stuffed. I've heard a few comments on down-sizing your life and things but to be honest, I'm not interested in developing games for a living, but rather for fun. Maybe we should of attacked a smaller project, who knows?
I feel in some ways that I've disappointed the community as we should of had Strategem out there along time ago. It's not that Strategem is enormously complex but rather the unanticipated lack of time over the last 6-8 months that has been killing us.
The future holds an IGC'04 coming up; we'd love to have something playable but I've got no idea on whether we'll make it. I'd love to put Strategem on the shelf and work solely on the Particle-Engine; something that would benefit alot of people but that would be trashing the massive amount of work we've already done on Strategem. I've also got a handful of really exciting projects that would be great for the community but I feel that I cannot simply jump ship. This leaves me in a stalemate.
Maybe the team is missing something? Maybe we need some counciling of sorts or someone to help us organise/sync our development, I don't know. I think the team relied very much on everyone having the same vision without anyone in particular driving it forward which may be a poor way to run a project.
I guess our team has had to learn an awful lot about collaborating remotely but we probably need some factor to come in and allow us to work more efficiently, who knows?
Any advice or comments are most welcome ... please, be kind. :)
- Melv.
Recent Blog Posts
| List: | 06/10/08 - The long overdue blog... 10/24/07 - New Baby Girl... 03/19/06 - The GG Journey... 03/05/06 - Just arrived in Eugene... 11/18/05 - Plan for Melv May 10/10/05 - Plan for Melv May 09/01/05 - Plan for Melv May 07/27/05 - Plan for Melv May |
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Submit your own resources!| Phil Carlisle (Mar 15, 2004 at 17:53 GMT) |
I think just your own expectations have led you to feel let down, but be realistic, you have set yourself a huge task, and its at least partly compelete, thats something to feel great about!
As for people waiting for things, well, thats fine really. Let em wait, you release when you release and thats it. Dont get down because youve got bigger priorities (wife and baby come first), thats life!
It doesnt matter when you get the thing done melv, its the fact that youre doing it. You learn by doing much better as a game dev. Perhaps this project IS a bit too big? I wouldnt be too scared to cut my losses. If you really feel like its not going to ship, why not put it up as a game-pack or as a content pack?
Dont beat yourself up so badly though bud, its not like game dev is THAT important. For you especially, its a hobby, dont forget that :) It should be enjoyable or it aint worth doing.
Feel better?
Now get on with some work you lazy slacker!
| Paul Dana (Mar 15, 2004 at 17:59 GMT) |
Go where your favorite mind begs you to take it.
- Samuel Gladstein
And yeah...cut the slacking. :-)
| Davis Ray Sickmon, Jr (Mar 15, 2004 at 18:11 GMT) |
1) Give up. Throw in the towel, and decide the project was too big / wrong projects / etc.
2) Get Help. Find another programmer or two to help out, and divide the task between 'em. However, this introduces an entirely new set of complications - you now spend time handling managment of task, and you also have to spend a lot o' time explaining what you need, what's done, your design theory, etc. I've never done this one with a game dev project, but, have been involved in this sort of thing in 'Real Life' projects. Sometimes this works out great, sometimes this turns into a major time sucking fiasco.
3) Stay your course.
It's painful, but, #3 is the choice I made - I decided I'd remain in charge of development myself, and work on it as much as I could. It's been slow and long, but, TZ is almost done. 17 Months I think now. That's a LONG time to work on something. I can't say if I believe this was the right or wrong choice - but it seems to have worked out ok. (Better than OK in some ways - along the way some toys and tools for Torque came out the improved TZ considerably. I wouldn't have held the product up for 'em, but, I'm glad it happened :-)
As for optimizing your life - that can only go so far. The 'normal stuff' still has to get done - bills paid, house cleaned, etc. There's no way around some of these things. And ya' still need to spend time with your wife :-)
I'm sure a number of people will disagree with my advice, but here is is for what it's worth:
Relax. Change your schedule to "When It's Done." Making it to the next IGC is cool, but if ya don't make it, you don't make it - just bring some screenshots on a CD to show off, or even just show off what ya' have to a few friends to see what they think. You aren't wanting to make Game Dev your life, so don't let the schedule kill ya, and DON'T LET THE STRESS MOUNT. I know that last bit, it's bad, and it really needs to be avoided. Otherwise, you start to look at the game, and regret working on it or grow to loath working on it.
| Melv May (Mar 15, 2004 at 18:27 GMT) |
It's strange how your perspective changes when you're inside the bottle looking out. From my point of view sometimes it looks like we've achieved nothing of value but when I show it someone new, the usual reaction is wow, that's so cool! That can be like a drug sometimes and usual leads to a spurt of activity.
It seems that no matter how we try to organise development, we struggle to meet the tasks at hand so perhaps your advice of "when it's done" could work. I love my day job but I'd do almost anything to be able to work on this sucka for the next 3 months solid.
Bah! When I think about it, we've got bucket loads of screenies/movies we could show at the IGC for Strategem/Particle-Engine so what am I worried about. These should entertain people and I guess that's what it's all about ... not schedules and late nights but fun 'til the sun comes up and let us not forget beer. ;)
@Phil: Thanks, I do feel a little better now. :)
@Paul: Apt Quote. :)
@Mr Jr: I always read your posts, they go to illustrate the woes of indie development and serve as motivation to show how you can turn things around. Thinking about it really, you're so right, when it's done, it's done ... nuff said. Thanks bud.
- Melv.
Edited on Mar 15, 2004 18:28 GMT
| Davis Ray Sickmon, Jr (Mar 15, 2004 at 18:54 GMT) |
I agree with your perspective comment. Learning to step outside and take a look with fresh eyes is something I'm trying to do ;-)
| Dan MacDonald (Mar 15, 2004 at 19:08 GMT) |
| Michael Cozzolino (Mar 15, 2004 at 20:12 GMT) |
Sometimes I get pissed and say screw it. I don't have time to do what I love so why bother. Other times I just think about the rush I get from working on Torque and it all seems worth it.
You just have to push on and when an opportunity arrives to work on your game you need to take it.
| Greg Findlay (Mar 15, 2004 at 21:15 GMT) |
You seem to have your belt on too tight when you don't even need pants. Relax, it's indie game dev. No one knows if you aren't wearing pants. ;)
GF
| Davis Ray Sickmon, Jr (Mar 15, 2004 at 22:15 GMT) |
However, I will make one further recommendation. Don't think about the last sentence of Greg's post too much - I've met a good number of ya'lls at IGC, and the last thing I want to think of while browsing the forums and .plans is any of ya'lls setting in front of the computer posting without pants! Bleh! ;-)
| Johnny Hill (Mar 15, 2004 at 23:59 GMT) |
Sounds like you got plenty to show already!!
You got responsiblities as a new Dad first and foremost so dont beat yourself up that you feel bad that the coding have to take a back seat for a while.
I feel bad when I see the stuff you guys code out and say I got all this time and dont know anything I wish I could help. I find myself back drawing and say if I sit here and keep drawing I will never learn. So my first priority is to get my brain up to speed.
I will never forget how to draw. You got a major priority in 20 weeks but I dont think you will just suddenly forget how to do what you like to do. Take care of your biz-ness man!! Be a cool Dad to your Kid!!
I got to get back to getting a planet into the torque terrain engine heh :)) Literally :))
| Stefan Lundmark (Mar 16, 2004 at 16:15 GMT) |
That will probably burn a individual out, and in this case a very talented individual. I've been there, it's not nice.
Take care Melv
| Melv May (Mar 16, 2004 at 17:04 GMT) |
- Melv.
| Brian Ramage (Mar 19, 2004 at 19:17 GMT) |
Taking a break can be a good idea too, don't feel guilty about it, think long term. A lot of times when you come back to something you haven't worked in a while you can see the value of it and the gravity of what you've done, and that can get you excited again.
Don't stop doing what you love to do!
| Melv May (Mar 20, 2004 at 06:43 GMT) |
I think that the major rework on particular parts of the code didn't help. That produced a big psychological hurdle which, when started, completely broke Strategem. All this came about from poor planning for a particular part of the game. This is/has been resolved to some degree but there is still more work to do on it.
Now that I've been away from it for a while, I'm starting to see the value of it again (like you say) and I'm really getting the urges to work on it. All I've got to do now is find the time. ;)
Time can really be the enemy.
- Melv.
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