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Moving The Rock Blog

by Eric Preisz · 05/11/2011 (10:39 pm) · 136 comments

You know, it is easy for us to get really busy and not post a blog; Matt Fairfax pointed out in our associates forum the other day that it’s been over a month since our last blog. Shame on us.

It has been a discussion point the past couple of weeks on the importance of drafts. Anyone who has worked with me over the past five years or so has heard me use the phrase “move the rock”. This phrase simply suggests that you just need to do your best, close your eyes, and start somewhere. Even if you are completely wrong, you are still one step closer to being right. It takes some courage to be that wrong and share it with others.

I think of difficult, large, intimidating projects/tasks as if they were a boulder stuck on the side of a hill. Often, the hardest part is getting the rock to move. And once you have started, you need to keep momentum or the rock will roll back over you. OK, it’s cheesy, I know…but it’s true and one of the tenets that drive my decision making process.

My inbox is a mess. My todo list has three new priority levels: “Must do today”,“Critical”, and “Most Critical”. But it’s time to take a break and be an example of my own advice by typing this blog as fast as I can think…it’s a draft…so excuse the grammar issues and lack of images with quippy captions.

There’s so much going on here. We’ve been interviewing and hiring a lot of people. More on that in another blog.

We’ve also taken our project management to the next level and we are using both weekly sprints and Gantt chart/waterfall for horizon planning. It is great to see us improving with both of these practices. I’m hearing people have conversations that are forecasting issues three weeks in advance of the problem, which is exactly what you hope to hear. Every week we are discussing the current “critical risks” and people aren’t afraid to jump outside of their job description to step in and resolve them (yes, our new web developer is finding some extra time to do some sound and video work for the 1.1 launch...kudos). Some of the community members have noticed that we are working really hard to keep you informed on the bugs we gather and fix by posting in the forums…thanks so much for the feedback guys.

The push towards 1.1 final is going well. I’m acting as release manager and having a blast. We are currently in risk mitigation mode and spending our time working on bugs that fall in one of two categories: 1) those showstoppers that block us from release( i.e. “Ticket no. 1721: Current revision is severely leaking material/shader memory”) and 2) those that are low risk for generating new bugs but are still impactful on your experience ( i.e. Ticket no. 1580: Toggle netGraph keybind invalid”). Both examples are fixed BTW. At the end of the day on the 18th, I will lock down the repo and declare the code a release candidate. The only work that is allowed past that date must be approved by me and related to any additional showstopper bugs that we find. If we do not find any, the release candidate becomes our release and we will update your accounts.

To manage your expectations, I expect that the process of going from RC to release will take a week or two. If during the end of the release QA pass you find a showstopper bug that is in a part of the code that a lot of other code depends on (a.k.a. high afferent coupling), you need to reset the clock after your fix the issue to make sure your fix didn’t create new showstoppers. I will be growing out my rally beard starting on the 18th to make sure we don’t get stuck in a release candidate iterations.

This release will include simultaneous updates across many different functional groups at GarageGames. This is where Gantt charts and a solid plan that forecasts the weeks ahead is crucial. Our project manager must track resources and dependencies across Marketing, Documentation (reference API, tutorial, and guides), Web-Development, QA, Art & Demos, and the T3D development team. We will be flipping the switch on all team’s work when the release is ready to go live. This is the biggest multi-function release I have been a part of here at GarageGames and it is a testament to solid project management, experienced GarageGames veterans, and a cast of new talent.

It is way too early to celebrate. I sleep with one eye open waiting for that big “oh crap” moment which luckily, has not happened yet.

Well, back to work. We have our first sprint meeting for a different project starting tomorrow at 8:00am.

P.S. I just read that Phill Carlisle, long time community member is “Back with Torque”. He was the second person to post on my first blog back in the day. It’s great to see a familiar name back on our site and I can honestly say that his short and sweet blog has made my day!

About the author

Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.

#21
05/13/2011 (5:53 pm)
So, the Demo level will be something highly presentable like the South Pacific demo?

Edit: Never mind, I'll see when it gets out. =)
#22
05/13/2011 (6:11 pm)
We rebuilt the South Pacific demo to make sure that you didn't need to have a crazy rig in order to run it. It was built under our new art director, our new hires, and Sickhead Games.

Our art director has a lot of AAA experience and spent many years at Westwood Studios and EA. His quote was "Damn guys...we have a really good renderer". I think you guys will like what you see.
#23
05/13/2011 (7:31 pm)
Thanks for the update Eric. I'm looking forward to giving this a test.
#24
05/13/2011 (8:12 pm)
Yeah, I can't wait to see it. That's even more encouraging!
#25
05/14/2011 (10:08 am)
Hey Eric,

LIKE THIS?!!1 (note the beard)


www.brokeassgames.com/images/ACK/screenshot_003-00007.png
#26
05/14/2011 (10:26 am)
Thanks for the share Eric.
I'm hoping this community grows wildly from this release.

// Edit: @Scott, I see it now.
#27
05/14/2011 (10:54 am)
@EB
Don't worry, the Torque 3D branding is on them. The 3D is in red and for some reason just doesn't show up well in that video.
#28
05/14/2011 (12:37 pm)
@Jondo - Nice. Shouldn't the rock be a bit bigger? They also rebuilt the whole south pacific demo! ;)
#29
05/14/2011 (9:26 pm)
@Jondo, that's awesome. Unfortunately, you don't get abs like that working behind a desk.
#30
05/15/2011 (10:14 am)
...as we say on the Battlefield...MOVE UP! Sounds like the order was given and followed!
#31
05/16/2011 (8:37 am)
@Eric..
that mov is a veay and alluring and good new demo..so I believe we can downland in My Maccount the nex time......
but....when is next time?

#32
05/16/2011 (8:41 am)
We are working to get the RC into your hands as soon as possible. It is currently in QA so if we do not find any show-stoppers, it will be in your account very soon.

It's been way too long of a wait and there have been a lot of hurdles with the company and the project, but the new owners are very focused on the company and making sure that you all (finally) have a solid 1.1 release.
#33
05/16/2011 (8:55 am)
Just to add more detail to David's post. We will be locking down the release on Wednesday the 18th. After that we will only work on bugs that will prevent the release and QA to ensure that we didn't break anything. This process could take a couple of weeks if we run into bumps. We've done a lot of QA so far, so hopefully there won't be bumps.
#34
05/16/2011 (12:26 pm)
Lockdown is a very exciting time. Exciting for the producers.. somewhat frustrating for the developers..

"Please please PLEASE let me check in this tiny pathfinding fix.. "
"ARE YOU CRAZY??"

That sort of thing.. :)

Let the RC Build Pot begin! (I put my money on RC #6 :) )

Dusty
#35
05/16/2011 (2:44 pm)
Super Awesome you guys! :-D
#36
05/16/2011 (2:54 pm)
Can't wait for 1.1 final, then I won't have any excuse not to start a project (even if it's not one of my main big ones (out of small acorn's ... etc))

D.R.Pemberton
www.deadlyassets.com
#37
05/16/2011 (3:07 pm)
Quote:Shouldn't the rock be a bit bigger? They also rebuilt the whole south pacific demo! ;)


I heard they just made Russell scale down the grass from 72 million.

But only on weekdays...
#38
05/16/2011 (3:16 pm)
Quote:I heard they just made Russell scale down the grass from 72 million.

BUT, it IS the south pacific demo! ;)
#39
05/16/2011 (3:49 pm)
Quote:@Glen, One things for sure...if I do grow any reasonable size beard...it will be gray.

That doesn't matter. I wanna see the beard. :)

As for the teaser, very nice. Also, I'd agree that the Torque rendering engine is fantastic, to be honest I think games like Mass Effect would look great on it.
#40
05/16/2011 (4:06 pm)
Quote:BUT, it IS the south pacific demo! ;)

That old thing? If you like it some much, maybe I can interest you in some beachfront property...

www.brokeassgames.com/images/bp3/BAG_BP3_wip0.jpg


I will warn you tho, the neighborhood is a Beeotch!


www.brokeassgames.com/images/bp3/BAG_BP3_wip.jpg