Game Development Community

Plan for Jeremy Noetzelman

by Jeremy Noetzelman · 04/01/2003 (11:37 pm) · 3 comments

Well, I've been spending a fair amount of time mucking on infrastructure related things, and not as much time as I'd like on Steamwerks.

Steamwerks
The extent of my work on Steamwerks this week was limited to basic project management stuff. Also known as cracking the whip on a slack game designer and a fairly busy web developer.

In all seriousness, we've been progressing nicely in the background, albeit not in anything that's particularly visible. Scott has been plugging away at the background and universe/world design. My time has been mostly in more generic infrastructure related stuff, like a build system and such.

In any case, if anyone's just dying to work on a 3d steampunk mud, we are idly looking for artistic folks, as well as level builders. Just drop me a note at jjn@kriln.com if you're interested.

Python Build System
Most of my time this last week has gone into a new build system for TGE. Originally inspired by the Python distutils package as well as Josh Ritter's pytorque stuff, I wrote a few prototypes and then started with the final version.

What is the build system?
Well, I felt the need for a good quality, cross platform build system which doesn't require alot of mucking around with to get it to work properly on various platforms. Also, having a consistent build method on every platform is rather valuable.

I also wanted a way to automatically build game trees suitable for packaging or testing, by compiling the engine and pulling data files from a CVS working copy and putting it all together in a nice way.

What does the build system do?
- Automatically calculates the platform dependencies and source files required for successfully building the engine and it's tools.
- Does all the stuff you would expect from a command line tool, such as checking for files needed to be rebuilt, etc.
- Can be automated easily.
- Can build game trees automatically.
- Uses the same command syntax and requires no changes for cross platform builds
- Pretty agnostic engine wise ... it's currently using TGE, but could easily be adapted for other engines.

What platforms?
My prototypes support Win32 Visual Studio and gcc2/3 on Linux. The current version has Visual Studio support, and I'll be adding mingw for win32, gcc2/3 for Linux and BSD. I'd add Mac support, but I don't have one. That'll have to come later on.

Seattle Sputnik
I've been pretty active this week, along with Dan MacDonald, trying to raise the visibility of independant game development in the Seattle area. Those of you who have attended Sputnik before are probably aware that the main focus is for the studios who fit into the standard publisher mold. We want to raise awareness of independant game development, and are working pretty hard at it.

That said, this month's meeting, on April 17th, should be a really good one. We'll be having a panel on ESD (Electronic Software Distribution) and online publishing. We're looking to have some pretty high profile companies represented. There should also be a representative or two from companies outside the Seattle area who are doing ESD, but I don't think I'll announce them QUITE yet... Suffice it to say it should be a great meeting, and I'd encourage all Seattle area GG folks to attend.

#1
04/02/2003 (2:21 am)
Sounds interesting, where is it taking place and does it cost anything? I'm up in shoreline :D
#2
04/02/2003 (4:17 am)
It will probably be at the MS campus. And no, it's free. I'll post more details when we have the location nailed down for certain.
#3
04/02/2003 (3:20 pm)
Free pizza and pop as well, there's usuallly a ton of it too. I took a whole one home last time :)