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A Major Set Back = Major Progress

by Roland Orr · 11/13/2008 (8:49 pm) · 14 comments

OK, so i had this major hard drive failure on not one but ALL my backup drives almost 2 weeks ago now. In this failure i lost over 12 years worth of work, including all the work i did on TGE to get it ready to be a space sim game engine.

I always expect the worst so i planned for that and had redundent backups on 3 external hard drives. Boy, was my concept of the worst completely wrong! all in one day and in the space of 20 minutes i lost all 3 harddrives. with all my copies of my modified TGE and art work except for what i was working on actively which was my my laptop.

You may now being thinking: OUCH. and yeah at first i saw it this way. But once i started recovering from the loss i started seeing that i was suffering from a major case of 'feature creep'. This event has really made me focus on the real features that my game needs. not what i think would be cool to have in it.

So now i am rebuilding the game engine, concentrating on the seemingly little features that will really help make the game come alive. Things like:

Grapling hooks
Laser Beams
Working doors
AI Guard and AI Patrol
3d Radar

and there are a few other ones i added in that i can not remember at the moment, been a bit of flurry to get things back to snuff to some degree.

I have not tested the grapling hook code yet, just finished adding it in a few minutes ago actually. Along with the laser beams, although the lasers i have added in before and i know it works.

All these things i must say a congrats and a huge thanks to all those people here that have given their hard work back to the community freely. A huge thanks, and some great work too.

anyway, on to other things related. i started doing some mockups in photoshop for the gui. This is where the expected images come in :D

The first selection of mock pics is for a character selection gui set i am working on. I would love to get some opinions on it, do you like em? do they need work? do you think they stink? ideas? here they are:

Initial Character Creation concept (Step 1):
lfn.rolanddynamics.com/screens/gui/CharacterCreation.jpg
Initial Ship Selection concept (Step 2):
lfn.rolanddynamics.com/screens/gui/ShipSelection.jpg
Final Character Creation Step, last chance (Final Step):
lfn.rolanddynamics.com/screens/gui/FinalCharacterBio.jpg
and the final concept, a concept mock for the space hud:
lfn.rolanddynamics.com/screens/gui/hud_space.jpg
So there we have it. A major set back. But major progress to move forward. I am really excited about the coming days. I feel despite the problems i faced over the last week or 2 have actually helped me re-focus, and ditch that nasty feature creep and make some true progress.

God I love This game Engine. Torque Rocks!!!

#1
11/14/2008 (4:14 am)
I think firstly you were eXtremely unlucky - note to everyone - also don't believe that DVD's will preserve your work - hard drives are the best (though not in this case) - however looking hot and I always think a good purge every now and then is a good thing :)
#2
11/14/2008 (5:41 am)
great project, looking forward to see more :))) very close to "freelancer"
#3
11/14/2008 (7:47 am)
@Roland

Keep in mind there are always data recovery agencies who have a pretty good chance of recovering the data from the platters. Now, it won't be cheap, but it certainly will be less costly than recreating 12 years worth of work. But if starting from scratch has been good to you, then nevermind =)
#4
11/14/2008 (10:15 am)
@ Andy

Yeah a little bit unlucky to say the least. But as i have always done in cases of such bad luck i pick up and move forward.

@ Maxim

Yeah i am designing the interface to have the "Freelancer" feel. It is important to maintain that for my target audience.

@ Brian

Yeah the lose of most of what was on them really is not a big deal, specially when it comes to the art as i have the more important stuff i have created in other mediums as well, it is just a matter of finding them and restoring them back to Lightwave format. When it comes to data recovery; Being a PC technician i do have tools at my disposal to get some of the data off the one primary drive. When it crapped out i immediately disconnected it from my PC and the Enclosure it was in. And right now it sits on my shelf at my store in a antistatic bag waiting for when i have some time to let my tools have a go at it. But so far I am having a better go at re-building the engine back to where i had before. The 'Feature creep' really did have me by the gonads so to speak. But now i am concentrating on things that are required to have a fun playable game, rather than allot of bloated fluff features that do nothing really for the games functionality.

The next things to look at that are required for my game:

Tractor Beams (a close look threw the Grappling hook code should yield some results)
Inventory System (Something simple like Freelancers system would be perfect, this should be relatively easy to impliment, i have a few good samples from this site i can look at)
Character Persistance and Storage (Thinking a sql type database, maybe sqllite. But i have also thinking maybe an xml format may be a valid choice as well.)

For the tractor beam i am looking at a lightning style effect for it, which i believe that there is sample effects in the starter kits that show this. This type of effect would be the closest and quickest type to match the one used in Freelancer.

The Gui's above are a small sample of what i have done already. For the FPS side of things i have a pretty cool hud developed that i now have to rework into the game and the main menu i have currently is being reworked after taking a close look at the layout of some other games like Doom 3's main menu, for some reason i love the way it looks.

Once i get the Gui's back into the game i will post up a new .plan/blog and show them.

One of the things i have to look at pretty soon is the effects for things like Jump gates and trade lanes which should be interesting to try and create.
#5
11/14/2008 (4:52 pm)
I was there not so long ago when my project fell victim to an OS virus and my own fault for not backing it up to another media like CD.
Since then I decided to start the entire project over with a fresh install of Torque and a pad of paper for Notes and Drawing concepts. It's not like I am trying to sell a game though, or to impress friends with my hobby.. So i have lots of time for making Textures, Buildings, Scenes, Learn Houdini HD, etc.

I am sure your Game will be better for it.
#6
11/14/2008 (5:32 pm)
@ Scott

yeah same here, i am not going to be making money from this project. Once done it will be free, but saying that i do not want to sacrifice quality either. So i am taking my time at this point to get things right this go around. And yeah i to believe my game will be better for this unlucky incident.

So yeah, the next little while will be fun. I am gonna be focusing on the gui for the next little bit, to try and get them implimented to some degree.
#7
11/14/2008 (5:43 pm)
its good idea to check out "Freespace" series games, not only "freelancer"
#8
11/14/2008 (7:23 pm)
Freespace 1 and 2 were and still are THE DEFACTO Space sim games. They rock, even today they are still space sim iconic games. When i was looking for a game engine, the FS2 Engine was the first one i looked at. But in the end i chose Torque because i wanted to add a huge depth to Freelancer universe by being able to add the fact that you will be able to explore starbases and planets and such. Imagine being able to land on Manhattan during the Xeno Coup operations and fight on the surface, or fully explore West Point Military Academy. This is something that i know the community wants. ANd frankly so do I. :D

I played Freespace 1 and 2 to death for a very very long time. So you can also expect some influences from that series, especially when it comes to the weapons that i am planning. There will also be influences from Starlancer as well.
#9
11/14/2008 (7:49 pm)
Quote:all in one day and in the space of 20 minutes i lost all 3 harddrives.

Don't you use version control software like CVS or SVN over the web? I use the cheapest subscription of Assembla and am happy with it.

I know it's trendy to badmouth CVS / SVN these days, like "ohh, Martin Fowler said it's crap, so it must be crap". Thing is, it's not. For me, it's absolutely necessary.
#10
11/14/2008 (8:30 pm)
@Adib

I hole heartedly agree with you about CVS/SVN. When i worked at Terris-Hill Productions we used SVN-Sub it was a life saver for this type of thing. and completely needed. Right now i am looking at several solutions, but as my budget is rather small i have to look real careful.

Assembla, can't say i have ever heard of it, will have to look into that one.
#11
11/14/2008 (10:48 pm)
It's a bugger when this happens, I've had simular problem a few years back. Luckly nothing too major was lost.

Now I keep a DVD-RW with back-up, along with a complete drive/system back-up to another Scsi Drive, and a copy on the laptop.

I hopefully things work out for the best-out in the end, must say what you've shown here looks good.

I wishyou the best of luck catching up on what's been lost.
#12
11/15/2008 (4:17 am)
if i have a free time, i'd like to contribute art for your project... drop me a line pls, i am interesting in this project.... i am playing space sims from zx spectrum "elite" times
#13
11/15/2008 (5:46 am)
The screenies look great. It is always nice to find another Blenderhead.

As for DR, I purchased R-Tools a few years ago and it has saved my data more than a few times. Their cost is much cheaper than recovery services and you'll own the software for the next time. Find R-Tools here.
#14
11/15/2008 (8:41 pm)
@ Ben

Looking quickly at R-Tools looks promising. I will have to dig into them deeper.

@ Maxim

Just sent you an email. Check your inbox :D

---

In my next .plan/blog post i will hopefully have something to show for a space mission, which i am working on. The Sky box texture set is throwing me off a bit but thankfully i have some really great examples to work from that include a composite jpeg image of the different blocks. so should not be too hard to create them at this point. Just gonna take some time. As well as i hope to show some of the implemented gui interfaces such as the ground hud, space hud (Maybe), main menu, and the Character creation gui set. Also planned is a Starlancer inspired TAC Gui that players can use to view major technology in the game, this one will probably be very raw looking in my next post as there is so much to include here. Thankfully though this last one is not a major feature and is just a Gui so i can take my time with it and focus more on core features.

Thanks for the support and feedback. It helps boost my drive to complete this massive project.