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Plan for Jay Barnson

by Jay Barnson · 02/17/2005 (2:04 pm) · 12 comments

My "quick and dirty Torque Learning Project" has expanded to become something not quite so quick or dirty, but it's also evolved into something I'm really getting excited about as an actual product... eventually. Too much of it is still in the "Black Triangle" stage. There's a big difference between getting a few objects to appear on the screen in a single mission, and creating a game's 'infrastructure.' Much of the challenge and slow start has been the difficulty of getting through Torque's steep learning curve.

Going through the scripting interface (which I'm trying to do as much as possible) is pretty easy, with a wealth of documentation available. But going through the source code to create new object classes derived from the more primitive classes is a bit less well-charted territory. There are plenty of "gotchas" that I'm discovering. I spent eight hours last week just trying to find out why an object of my new class wasn't appearing on the screen. After a bit of hunting I discovered that yes, it did exist on the server, but wasn't getting broadcast to the 'client' (a pain in a single-player game, but such is the architecture) because I hadn't set a particular flag. I also neglected (after much hunting) to add it to the display list --- which is a rather embarrassing mistake. Especially since it was my second new class, and I 'sorta' solved these problems with the previous custom class. I should probably create a checklist of some kind to avoid repeating the same mistakes.

Working with Torque has also resulted in a very interesting situation where I have all kinds of features already in the game like music, splash screens, sound effects, all kinds of nifty UI elements, and particle explosions before much of the core gameplay is done. This is really a good thing, but after seeing such evolutionary progress in Void War (over many, many months) where so many of these features didn't appear until the end of development, it feels strange.

I ended up going through a total of six different iterations on the control scheme before settling on the current one. I'd like to thank John Olsen and Steve Taylor for allowing me to annoy them with ideas and prototypes until I managed to simplify things down to something that feels "right." Having some friends with extensive game-development experience to act as a sanity check is invaluable. Interestingly enough, the scheme I settled with was a bit closer to my original plan than some of the experiments I tried.

Within two weeks I intend to be out of the "Black Triangle" stage with a mostly full feature-set of gameplay and a working infrastructure (depending upon how psycho the Day Job gets... which must take first priority). Historically, this is where the 80/20 rule rears its ugly head... I'm anxious to see how much Torque helps getting through the slow, painful part of development of the 20% of the job that takes 80% of the time and effort.

About the author

Jay has been a mainstream and indie game developer for a... uh, long time. His professional start came in 1994 developing titles for the then-unknown and upcoming Sony Playstation. He runs Rampant Games and blogs at Tales of the Rampant Coyote.


#1
02/17/2005 (2:13 pm)
Jay, the black triangle story is awesome. I had one of those "work all day and have nothing to show for it" days today, and its just what I needed to lift my spirits.

Awesome. :)
#2
02/17/2005 (2:36 pm)
Sounds like we're in a similar boat ... although I must say I've attacked the core gameplay (relatively simple) first in my project before getting onto some of the fancier details. Good luck and happy Torquing.
#3
02/17/2005 (3:31 pm)
'Black Triangle' is a good read. Sounds like you're making good progress.
#4
02/17/2005 (3:59 pm)
That story is an excellent example of what tends to drive most "virtual pick-up" teams into the ground--it can take an extensive amount of time to get that black triangle in, and you have so little to show for it that it appears progress is at a standstill--and since in most "pick-up" teams progress is the major thing that keeps people motivated, the stage prior to the BT showing up can cause massive churn. Good story!
#5
02/17/2005 (5:12 pm)
I liked the black triangle story too! It's interesting how a few GG published authors are coming around to TGE. I'm curious to see how much more fantastic the work will be w/o the resources dedicated to writing your own game engine.
#6
02/17/2005 (7:58 pm)
Yes that is interesting ... I must say I for one really appreciate a lot of the leg work that Torque does for me. This first week and everything I've done has been gameplay related pretty much no technical problems really to speak of. I'm not sure that I can make a better game because of Torque but as of right now I'm thinking it will be a big help.
#7
02/17/2005 (8:00 pm)
Nice!

Register-trademark it...

Black Triangle
#8
02/17/2005 (8:49 pm)
Heh :)

If only I had the budget that our old games had... well, okay, maybe not... I am not sure how easy it would be to recoup $2 million through indie games.

Honestly, I alternate between loving and hating Torque. I imagine once I get this game done and I have a solid level of familiarity with the underlying goombah of the engine, I'll probably be quite happy with it (and then I can go get confused using TSE and T2D... but hey, them's the breaks!)

Right now, I'm probably not gaining a TON from going with Torque instead of keeping with my own engine. Except easy porting to Mac --- that's a pretty huge deal. But I intend to take greater advantage of Torque's capabilities on the next game --- that's where it should pay off.

And hey - Black Triangle is officially released into the public domain, man. Use it and enjoy it!
#9
02/17/2005 (10:06 pm)
So Jay you know Dave Jaffe?
#10
02/17/2005 (10:18 pm)
Heh - yeah, I know Dave. I haven't seen him in years, though... since Twisted Metal II. I saw his picture in a magazine about a year ago - can't remember what game it was about.
#11
02/17/2005 (11:08 pm)
Probably God of War ...

Anyway, true story ... when I was just about to graduate high school I had just finished programming my first TI-85 calculator game and I was thinking hey maybe I could actually do the game development thing. I always wanted to but my parents didn't agree and constantly reminded me how much I stunk at math citing the fact that programming took heavy math skills.

I got that first Sony Underground disc in the mail and Dave was on it in an interview for Twisted Metal 2 and it had a demo of the game as well. Anyway, it was his interview and also that game which really convinced me to pick this stuff for my career. It was the straw that broke the camel's back ;)

After I graduated I wrote a really cheesy letter to him saying I wanted to come on board and develop games (especially Twisted Metal games). Heh, I even bought a new TI-85 calculator and uploaded several games on it to send to him to check out! Of course he never got the letter and the nice lady at Sony who wrote back told me to go get a degree in Computer Science or Engineering and try back later hehe ;)

Man I was so naive ... oh well ... I learned physics, took Calculus with Analytic Geometry, Linear Algebra, got my CS degree, and now I'm a little better at math :P
#12
02/17/2005 (11:13 pm)
It's nice to hear the black triangle story here too. I've been in a funk lately because I've been in just that state... I know I've done a lot of work, yet I don't have a lot to show for it,

it can be frustrating when people ask "so, hows your game going?"

me: "errr...great...but If you looked at it you could barely tell a difference from 1 month ago."

luckily I know what comes next and how quickly things can come together...we must always be envisioning cathedrals.