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!
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.
#42
It does... both are being "borrowed" from the neighbors.
Gah... its a WIP.
05/16/2011 (6:01 pm)
Quote:Does it have electricity and a broadband Internet connection?
It does... both are being "borrowed" from the neighbors.
Quote:
(The first one got some texture issues tho)
Gah... its a WIP.
#43
05/16/2011 (8:04 pm)
New demo is looking great!
#44
05/16/2011 (8:35 pm)
@Dusty - That's awesome Dusty...you nailed it. The crazy part is that as CEO and the one managing the release, I'm quite conflicted. One part of my brain is pushing for more and the other part is considering a texture swap something I can't mentally handle.
#45
05/16/2011 (11:29 pm)
@Eric: I work 7 days a week often as much as 14-16 hours a day; I know exactly how you feel :-)
#46
05/17/2011 (9:41 pm)
LOL - I thought about this for a second and it occurred to me that now Eric is the Rock Blogster! (Running for the hills so I'm harder to hit when the pun lands).
#47
05/18/2011 (8:15 pm)
This sounds like great work guys. Keep it up! Any news regarding the Mac release?
#48
05/19/2011 (12:52 pm)
Tell me that first screen has something to do with some cool wheeled vehicle demo...Can it be true? Can it really be true?
#49
05/19/2011 (2:59 pm)
Eric, T3D 1.1 RC release date has been moved from 18 May to another date? I was thinking you planning to release it in 18 May.
#50
05/19/2011 (3:16 pm)
The 18th was our lock-down date for QA. And now they're tearing it up.
#51
05/19/2011 (3:18 pm)
Also, we never said we were planning to release the RC to the community. That date Eric posted was when we were beginning our internal RC process.
#52
You know we all love your work :-)
@Everyone: isn't that right!? ;-)
05/19/2011 (3:52 pm)
@GG: I hope your feather dont get ruffled too much by everyone's axionsnous ( spelling error ) You know we all love your work :-)
@Everyone: isn't that right!? ;-)
#53
Yes we do, but "in a totally manly way" ;)
05/19/2011 (5:19 pm)
Quote:@Everyone: isn't that right!? ;-)
Yes we do, but "in a totally manly way" ;)
#54
Okay-okay, just asked. :)
By the way, will be China Town Demo released with T3D 1.1?
05/20/2011 (2:02 am)
>Also, we never said we were planning to release the RC to the community.Okay-okay, just asked. :)
By the way, will be China Town Demo released with T3D 1.1?
#55
But if it's eye candy you are looking for, I don't think you will be disappointed.
05/20/2011 (11:49 am)
@ Dimitry -Unfortunately no. There are still enough performance issues for us to fix that we didn't feel it would run well on the target machine spec. It will need to wait for a future release :(.But if it's eye candy you are looking for, I don't think you will be disappointed.
#56
But do you plan to release it? With 1.2 for example?
>But if it's eye candy you are looking for,
Yeah, I just want to see what T3D graphically capable to. Nowadays market of WYSIWYG engines kinda big(T3D, Unity3D, Shiva3D, and so on), and its just not enough time to see what any of this engines capable to. Feature-rich demo* would be good to see.
* - If you will get some spare time, please, watch demo of this engine - http://www.pixellight.org/site/index.php/page/Demos.html, it has 'making of' mode, which shows how scene is constructed (found also youtube version: http://www.youtube.com/watch?v=YZQ7zQH6pro). Just thinking that demo like this could be 'good to have' for newbies T3D users.
Anyway, thanks for your reply, Eric.
05/20/2011 (12:35 pm)
>-Unfortunately no.But do you plan to release it? With 1.2 for example?
>But if it's eye candy you are looking for,
Yeah, I just want to see what T3D graphically capable to. Nowadays market of WYSIWYG engines kinda big(T3D, Unity3D, Shiva3D, and so on), and its just not enough time to see what any of this engines capable to. Feature-rich demo* would be good to see.
* - If you will get some spare time, please, watch demo of this engine - http://www.pixellight.org/site/index.php/page/Demos.html, it has 'making of' mode, which shows how scene is constructed (found also youtube version: http://www.youtube.com/watch?v=YZQ7zQH6pro). Just thinking that demo like this could be 'good to have' for newbies T3D users.
Anyway, thanks for your reply, Eric.
#57
05/20/2011 (12:59 pm)
We would like to release it, but it was designed as a high-spec demo for GDC and not consumer hardware. A lot of work has been done to get it in spec, but there is still more to do.
#58
Trust me...Pacific is beautiful. Plus it's a clear example that Torque's rendering pushes enough pixels for a high-end game.
05/20/2011 (3:15 pm)
Yea, there is potential in the future for a release of Chinatown. Those who saw it at GDC know that it does run fast on a higher-end machine ( I believe they were running 200 series NVIDIA cards), but we'd prefer not to distribute it until we get a chance to optimize it more.Trust me...Pacific is beautiful. Plus it's a clear example that Torque's rendering pushes enough pixels for a high-end game.
#59
05/20/2011 (4:16 pm)
And there will be us to deliver more in the future!
#60
05/20/2011 (7:25 pm)
@Eric - Just out of curiosity, what is the target spec machine? 
Torque 3D Owner Alexander Krause
Coming soon...
Does it have electricity and a broadband Internet connection?
Looks nice btw. (The first one got some texture issues tho)