The Finish Line
by Joe Maruschak · 09/30/2006 (9:39 am) · 35 comments

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!
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#4
Looking forward to meeting you in a week :)
09/30/2006 (9:59 am)
Wow! That is an amazing amount of polish. Very cool :) Looking forward to meeting you in a week :)
#5
09/30/2006 (10:03 am)
Sweet...it looks great. I'll have to check this out. Congrats!
#6
09/30/2006 (10:14 am)
So that's what happened to the Pool Demo... I wanted to add 9-ball and a few other game types to it when it was first shown
#7
09/30/2006 (10:15 am)
Phew! Finally! Nice going
#8
*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.*
09/30/2006 (10:48 am)
Very awesome, can't wait to play it! Why no publication on the GG site?*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.*
#9
i wouldn't say that's entirely true.
But, anyway, I'm buying this game asap... cause it looks fun.
09/30/2006 (11:47 am)
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.
#10
09/30/2006 (12:07 pm)
I am not really a fan of mini games but this one I like :)
#11
09/30/2006 (12:52 pm)
TGB is by far the least painless game development tool I've ever used. It's the equivalent of Photoshop for games.
#12
09/30/2006 (12:59 pm)
Awesome Joe. It must feel good for you guys to get this monkey off of your backs and have it out the door for mass consumption :)
#13
Domo arigato Mr. Roberto... domo... domo...
09/30/2006 (1:02 pm)
I would like to send out a big thank you to Adam DeGrandis for allowing us to license his name for screenshots. If you need a name for your product screenshots, I highly recommend Adam DeGrandis. His rates are very reasonable.Domo arigato Mr. Roberto... domo... domo...
#14
09/30/2006 (1:42 pm)
I just played it. It's a really nice version of pool... congrats guys!
#15
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.
09/30/2006 (2:35 pm)
Quote:
Quote:
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We suffered through this pain so you guys did not have to
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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.
#16
09/30/2006 (3:35 pm)
Heh, yes, don't misunderstand "this" pain you don't have to suffer. But there is still plenty of pain to go around. ;) heh heh...
#18
09/30/2006 (4:04 pm)
This game has one of the nicest "shells" I've seen in a while. Great production values.
#19
09/30/2006 (4:48 pm)
Congrats! Downloading right now!
#20
09/30/2006 (6:23 pm)
So this is what happenned to the TGB billiards demo that was under development :-) can't wait to play this. I love seeing polished TGB games in action. 
Torque 3D Owner Todd Pickens
Congrats guys!