Plan for John McArthur
by John McArthur · 11/03/2005 (2:50 pm) · 6 comments
This is basically a doc of how I got here and a plan of where I want to go. It is lengthy, so I apologize. Maybe some of you have been there, done that and can relate. My life may be uncertain, but by god, a plan is laid out! By this I believe I will come to one of two conclusions in the near future: either making games is a part of my future and something I can achieve successfully in an entertaining and financial manner, or my time is best spent on family, jobs, having kids, and just playing games not making them. Time will tell.
Before Torque...
I was developing my own game engine, so that I could harness my own ideas into playable games. My engine, my games, my money. I had spent about a year and a half on my own, getting a basic engine running. I began work on some in-game tools for world editing, including terrain deformation, terrain texture painting, and object placement. During this time Warcraft 3 caught my eye. The graphics and artistic style was cool enough that I thought I could attempt some kind of RPG demo in that same style. I just might be able to create some of this art myself, even thought I had never really put forth any 3D modeling or painting before. Unfortunately, like most newbie indies, I had taken on more than I could chew...no, more than I could even fit in my mouth. What a waist, I thought! For years my idea was to try to make some games that I wanted, but instead I was stuck trying to do something that takes entire teams to do! I want to make games damnit, not spend years on an game engine and all its tools before even getting to actually make a game. What a mess. What horrible planning on my part!
Purchasing Torque (Note: purchased in March 2005)...
I knew I had to make the decision to move on to making games, not game engines. Some people are satisfied with that, its just not my thing. Torque had been around a couple of years, had what looked like a healthy community, and there actually was some 'indie' games being released when I decided to put forth the very small amount of $$$ for its purchase. Time is money, and the quicker I get up to speed on this, the quicker I can get something to show for myself. Well, I was pretty dissappointed in myself at this point. Not only did I waist a very large amount of time on a project, but that project had also been canceled...it sits in a dev folder with a bunch of other Direct3D and OpenGL mini-apps, like a junkyard for cars rusting away. Torque is a large beast and it looked like it will take me another 1.5 years just to get a handle on this. However, with community projects and resources released and tested over peroids of time, some of the work has been done for me, thank you very much. Since purchasing Torque, much has happened in the last 7 months, just not with developing games.
Life happens...
Being married, purchasing a house, and trying to get a decent paying job tend to get in the way of what I want to do. Can't wait till I add kids to the mix, hah! So, with little time put forth in this thing called 'game creation' in Torque, I have had some time to think about what I want to do, what games I still would like to create, and what is realistic as an independant. (Yes, I read Chapter 2 of the Torque Docs on the Marble Blast Postmortem, and took notes on game creation for indies.) Well, for now I have broken my plan down into 3 seperate projects. I think these should help me accomplish some things: learn Torque, learn to do artwork, future use in a resume, and finally it will satisfy my urges to make certain large scale games quickly. This last accomplishment, about satisfying urges, can be described as the following: instead of making entire games, such as a full-scale RPG, instead make a small mission with just a few core gameplay mechanics.
Plan/Timeline Break-Down:
1. Warcraft 3 stylized tech demo. (TIME: 2-3 months maybe.)
Description:
The idea is to basically make a single map(mission file) with the look of a warcraft3(W3) senario. This comes straight from my plans when I was developing my own engine/game. I played the demo of W3, took some screenshots, listed entities and artistic style. My goal is to be able to traverse a map like such, in Torque, either in First Person, or 3rd Person. Added features may be some dummy in-game GUI controlls. Sounds will be needed to add to that immersive element.
Accomplishments:
First, is should be a great way to learn the basics of Torque: how to edit mission files, about different game objects, basics of GUIs, and what can Torque do easily and not-so-easily. Secondly, am I able to create art that doesnt look like 'programmer art'. Become proficient with Milkshape, not just familiar with it. Become proficient with Photoshop, not just familiar. Finally, this 'satisfies an urge,' the plan when I first started working on my own game engine. Maybe this isnt the game I envisioned, buy it will be satisfying to actually interact with a real idea I had on a small scale.
2. Create tech demo based on a cinematic trailer I saw. (TIME: 3-4 months maybe.)
Description:
Based on a cinematic trailer, I would like to create a single mission/prototype which isnt watched, but played. Its a combat scene, so some combat action will need to be implemented. There are two different character modeles required, so some skinmeshes will need to be created and animated. Then environment plays a role in animation, so some other resources and techniques would be researched. Sounds plus music will be required.
Accomplishments:
First, more advanced Torque features and coding will be required and learned. Secondly, advanced artwork needed will include animated characters and environmental effects. Finally, this will satisfy some urges to make something that is combat intensive and exciting gameplay wise.
3. Make Full-Featured Game X. (TIME: 1yr - 1.5yrs maybe.)
Description:
Utilize Torque skills plus art skills plus to design, prototype, and implement a completely do-able indie game. (Have a couple of games in mind that may be do-able). I will need a website, marketing ideas, target audience, etc to really make this worthy. Question: By now, should I know if I am ment to be an independant game developer?
There you have it. I guess future posts will go into details as I walk through each of my individual plans (1) through (3). Maybe I am being hard on myself, putting too much pressure on something that can be 'just a hobbie'. I think about games all day long. I dont play many, but I definately think about possiblities and what would be fun. Will this be forever a night-job, while the day job pays the bills/feeds the family? Like I said at the beginning,
Did you enjoy my post? What are your thoughts, about my thoughts? ;) Look forward to talking with you, the GG community in the future,
John McArthur
Before Torque...
I was developing my own game engine, so that I could harness my own ideas into playable games. My engine, my games, my money. I had spent about a year and a half on my own, getting a basic engine running. I began work on some in-game tools for world editing, including terrain deformation, terrain texture painting, and object placement. During this time Warcraft 3 caught my eye. The graphics and artistic style was cool enough that I thought I could attempt some kind of RPG demo in that same style. I just might be able to create some of this art myself, even thought I had never really put forth any 3D modeling or painting before. Unfortunately, like most newbie indies, I had taken on more than I could chew...no, more than I could even fit in my mouth. What a waist, I thought! For years my idea was to try to make some games that I wanted, but instead I was stuck trying to do something that takes entire teams to do! I want to make games damnit, not spend years on an game engine and all its tools before even getting to actually make a game. What a mess. What horrible planning on my part!
Purchasing Torque (Note: purchased in March 2005)...
I knew I had to make the decision to move on to making games, not game engines. Some people are satisfied with that, its just not my thing. Torque had been around a couple of years, had what looked like a healthy community, and there actually was some 'indie' games being released when I decided to put forth the very small amount of $$$ for its purchase. Time is money, and the quicker I get up to speed on this, the quicker I can get something to show for myself. Well, I was pretty dissappointed in myself at this point. Not only did I waist a very large amount of time on a project, but that project had also been canceled...it sits in a dev folder with a bunch of other Direct3D and OpenGL mini-apps, like a junkyard for cars rusting away. Torque is a large beast and it looked like it will take me another 1.5 years just to get a handle on this. However, with community projects and resources released and tested over peroids of time, some of the work has been done for me, thank you very much. Since purchasing Torque, much has happened in the last 7 months, just not with developing games.
Life happens...
Being married, purchasing a house, and trying to get a decent paying job tend to get in the way of what I want to do. Can't wait till I add kids to the mix, hah! So, with little time put forth in this thing called 'game creation' in Torque, I have had some time to think about what I want to do, what games I still would like to create, and what is realistic as an independant. (Yes, I read Chapter 2 of the Torque Docs on the Marble Blast Postmortem, and took notes on game creation for indies.) Well, for now I have broken my plan down into 3 seperate projects. I think these should help me accomplish some things: learn Torque, learn to do artwork, future use in a resume, and finally it will satisfy my urges to make certain large scale games quickly. This last accomplishment, about satisfying urges, can be described as the following: instead of making entire games, such as a full-scale RPG, instead make a small mission with just a few core gameplay mechanics.
Plan/Timeline Break-Down:
1. Warcraft 3 stylized tech demo. (TIME: 2-3 months maybe.)
Description:
The idea is to basically make a single map(mission file) with the look of a warcraft3(W3) senario. This comes straight from my plans when I was developing my own engine/game. I played the demo of W3, took some screenshots, listed entities and artistic style. My goal is to be able to traverse a map like such, in Torque, either in First Person, or 3rd Person. Added features may be some dummy in-game GUI controlls. Sounds will be needed to add to that immersive element.
Accomplishments:
First, is should be a great way to learn the basics of Torque: how to edit mission files, about different game objects, basics of GUIs, and what can Torque do easily and not-so-easily. Secondly, am I able to create art that doesnt look like 'programmer art'. Become proficient with Milkshape, not just familiar with it. Become proficient with Photoshop, not just familiar. Finally, this 'satisfies an urge,' the plan when I first started working on my own game engine. Maybe this isnt the game I envisioned, buy it will be satisfying to actually interact with a real idea I had on a small scale.
2. Create tech demo based on a cinematic trailer I saw. (TIME: 3-4 months maybe.)
Description:
Based on a cinematic trailer, I would like to create a single mission/prototype which isnt watched, but played. Its a combat scene, so some combat action will need to be implemented. There are two different character modeles required, so some skinmeshes will need to be created and animated. Then environment plays a role in animation, so some other resources and techniques would be researched. Sounds plus music will be required.
Accomplishments:
First, more advanced Torque features and coding will be required and learned. Secondly, advanced artwork needed will include animated characters and environmental effects. Finally, this will satisfy some urges to make something that is combat intensive and exciting gameplay wise.
3. Make Full-Featured Game X. (TIME: 1yr - 1.5yrs maybe.)
Description:
Utilize Torque skills plus art skills plus to design, prototype, and implement a completely do-able indie game. (Have a couple of games in mind that may be do-able). I will need a website, marketing ideas, target audience, etc to really make this worthy. Question: By now, should I know if I am ment to be an independant game developer?
There you have it. I guess future posts will go into details as I walk through each of my individual plans (1) through (3). Maybe I am being hard on myself, putting too much pressure on something that can be 'just a hobbie'. I think about games all day long. I dont play many, but I definately think about possiblities and what would be fun. Will this be forever a night-job, while the day job pays the bills/feeds the family? Like I said at the beginning,
Quote:either making games is a part of my future and something I can achieve successfully in an entertaining and financial manner, or my time is best spent on family, jobs, having kids, and just playing games not making them. Time will tell.
Did you enjoy my post? What are your thoughts, about my thoughts? ;) Look forward to talking with you, the GG community in the future,
John McArthur
About the author
#2
Good luck with it all!
11/04/2005 (3:49 am)
It seems you came into torque through the classic programmer route.. try to do engine... and realise you'd rather do a game.Good luck with it all!
#3
It looks like you've got a good strategy there. I'm glad you posted this. Hopefully, it can serve as a good example for newcomers to the Torque world. And for others, it may be a reminder of how we should have started our game dev adventures.
Aaron E.
11/04/2005 (5:54 am)
Hi,It looks like you've got a good strategy there. I'm glad you posted this. Hopefully, it can serve as a good example for newcomers to the Torque world. And for others, it may be a reminder of how we should have started our game dev adventures.
Aaron E.
#4
yes it was a good read. Im sure most developers here have a similar story.
your plan sounds well thought out and realistic. your timeframes sound very reasonable for what you want to do. now for a little advice:
get Ken Finney's book. it doesnt go through the source code but it explains the capabilities of torque and serves as a guide to learn your way around it.
use the site search engine to search previous posts if you run into problems but also don't be afraid to ask questions here. theres lots of guys like me that are here all the time and willing to help in any way.
lastly, I hear lots of people recommend going through all the engine resources. I dont own the engine right now(will very soon) but i take it this is another good way of learning the internals of torque.
11/04/2005 (7:51 am)
"Did you enjoy my post?"yes it was a good read. Im sure most developers here have a similar story.
your plan sounds well thought out and realistic. your timeframes sound very reasonable for what you want to do. now for a little advice:
get Ken Finney's book. it doesnt go through the source code but it explains the capabilities of torque and serves as a guide to learn your way around it.
use the site search engine to search previous posts if you run into problems but also don't be afraid to ask questions here. theres lots of guys like me that are here all the time and willing to help in any way.
lastly, I hear lots of people recommend going through all the engine resources. I dont own the engine right now(will very soon) but i take it this is another good way of learning the internals of torque.
#5
Your profiles/backgrounds are impressive and your comments appreciated, which helps validate a good decision on my part to come to Torque as well as make me feel at home.
Sean:
Thanks for the tips. I will probably buy Finneys 'Advanced' book when I get head deep into scripting and coding, as a nice offline reference. When I have time, I do performs searches on the resources/forums when I am curious about how Torque handles something, even if I am not coding anything myself yet. I am an old GameDev.net user, so I am pretty good about searching for answers. :)
- john
11/04/2005 (9:48 am)
ALL:Your profiles/backgrounds are impressive and your comments appreciated, which helps validate a good decision on my part to come to Torque as well as make me feel at home.
Sean:
Thanks for the tips. I will probably buy Finneys 'Advanced' book when I get head deep into scripting and coding, as a nice offline reference. When I have time, I do performs searches on the resources/forums when I am curious about how Torque handles something, even if I am not coding anything myself yet. I am an old GameDev.net user, so I am pretty good about searching for answers. :)
- john
#6
I think the quote of yourself, about time spent on gamedev or family, is dead on. It applies to art, sport, and other areas where one tries to make the best of themselves.
Even if you do develop a great game, you may still ask yourself if it was worth the time. And hopefully, you'll find that it was.
It seems that you'll do just fine with modifying the engine to fit your needs, so even if you needed some funding, you'd be able to contract out code for other's time or money.
You sound like you have an idea of what needs to be done, which isn't a small thing. I think you'll do just fine. Good luck :]
11/04/2005 (10:21 am)
John,I think the quote of yourself, about time spent on gamedev or family, is dead on. It applies to art, sport, and other areas where one tries to make the best of themselves.
Even if you do develop a great game, you may still ask yourself if it was worth the time. And hopefully, you'll find that it was.
It seems that you'll do just fine with modifying the engine to fit your needs, so even if you needed some funding, you'd be able to contract out code for other's time or money.
You sound like you have an idea of what needs to be done, which isn't a small thing. I think you'll do just fine. Good luck :]
Torque Owner Jeff Tunnell
-Jeff Tunnell, GG