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Space Ruckus: The Great Unfinished Game

by Mike Haley · 01/16/2011 (7:45 pm) · 1 comments

First, a little background: Space Ruckus: The Great Invasion began as a fledgling 3D GameStudio project. Very little design work was accomplished, and so, we made the decision to migrate everything to a new engine. That engine was Torque. It was our hope that it would be an overall more flexible engine to work with. In hindsight, more design work was actually done with 3D GameStudio. It soon became evident that our small team was in over their heads. This is an age old tale. Boy plays video game, boy seeks to design video game, boy realizes that it is harder than it looks.

We may not have built a working game, but we did accumulate a great deal of production material in the process. After consulting with many of the other team members, I have decided to release that material. At spaceruckus.com, you will find Concept Art (some more horrendous than others) from the heyday of the project, Music Compositions that were recorded by two budding guitarists, 3D Models that were designed by an up-and-coming 3D artist, and some now ancient (3D GameStudio & Torque) Programming Assets. While there, be sure to check out the new Media Center, where you can sample a wide range of material from Space Ruckus: The Great Invasion.

It is a shame that we could not finish the game, but hopefully, we have all learned something from this experience, and will be a little wiser in the future.

www.spaceruckus.com/content/concept_billgrigfaw_thumb.jpg

www.spaceruckus.com/content/model_bedfinal_thumb.jpg www.spaceruckus.com/content/model_furnituretest1_thumb.jpg

About the author

I do not know what on Ralin V happened to my old GarageGames/Torque account.

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#1
01/16/2011 (8:37 pm)
Hey thats totally understandable! I did the exact same thing when I started out, tried to make a little game I called "Zthompurz", which actually turned out to be alot more ambitious then I thought it would be. What I did once I failed, was went back to school, and waited.. and through patience, I was able to find the right skills, and friends, to form a more solid company, Modern Intrigues. Still have yet to publish a big game, but I've made many small ones since that day, never again venturing into those deep waters you yourself found yourself in, the same kind of waters I was in back in 2007. Anyways, best of luck.