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Plan for Edward Maurina

by Edward F. Maurina III · 05/09/2005 (10:51 pm) · 13 comments

EGTGE - Writing is so hard to do...

For those of you who have been with me since the get-go, it has been a very long journey. I've been working for over two years on this now.

Unbelievable!

EGTGE started off as a set of notes, then it became a small project with a very limited goal. Now, after many trials and tribulations, it has ended up becoming a full two volume set. It discusses most things a new user will experience and wonder when it comes to scripting, coding, and writing their own games using TGE. It certainly isn't a tome-of-all-knowing, but I've tried to make it the place where all uses can go, new or old, to get that 'one thing' they needed to know.

I have completed volume 1 and written the majority of volume 2. I've got about 400 pages e-material for 16 electronic reference chapters in addition to the approximately 1000 pages of printed material. (8.5 x 11 being the measure a printed page; Final numbers are dependant on may factors).

I have written a single-player demo game for the first volume and am working on the multi-player demo game for the second volume.

I've written almost all the code that comes with the EGTGE code kits. I'm made 24 examples of individual GUI elements, eight functionally complete sample interfaces, three kinds of modifiable and specialized HUDs, 23 (and rising) mini-lessons (complete examples with code), 6 sample vehicles, 2 sample players, explosions, projectiles, sound effects, lightning and thunder, fx samples, terrain samples, water samples, ...., and more.

GG is looking at this beastie and so far everyone who has read it likes it a lot. I'm sure this sounds good and you're probably asking, "So, what is the problem?"

The problem is , "This beast of a project won't die!" I'm in the fabled last 10% zone.

For those of you familiar with large projects (or any project for that matter), it is a well known phenomenon that the last 10% of the work takes 90% of the time.

Admittedly, this is to some degree a sign of bad planning, but that isn't all of it. The other factor is plain fact that, writing is hard to do.

For those of you who have not met me, I'm just an average guy. I have a day job and I work till 5 or so like many of you do. I've been doing this thing in my spare moments ever since the beginning. I stay up till 1 and 2 am some nights. Some days I make great progress and some day's I make none. I think about it every moment of the day.

Wah! I know. Enough with the pity party. I'm done...really. I just needed a little venting time. As a side-effect, I spilled a few more details and you got an update.

I will continue to work and to keep you informed. I'm currently moving the EGTGE code kit to the 1.4 version of the engine (not released). I'm also cutting the fat from the 20+ MB of graphics and other assets that currently exist in the volume 1 kit. Oh, yeah, I'm working on the second game too.


-Ed M

#1
05/09/2005 (11:54 pm)
keep the good work!
i'm waiting for EGTGE, it will rock.
#2
05/10/2005 (12:00 am)
Keep the faith, Ed! Sometimes the last 5% of the last 10% takes the other 90% of the time too!
#3
05/10/2005 (1:34 am)
I am really looking forward to this ed, been waiting a long time. Hang in there, lots of us are waiting with baited breath :oD
#4
05/10/2005 (6:14 am)
If you need a hand with the layout and typesetting, let me know ;)
#5
05/10/2005 (6:27 am)
EDIT: freaken hell - And now my post works!

Quote:For those of you who have not met me, I'm just an average guy. I have a day job and I work till 5 or so like many of you do. I've been doing this thing in my spare moments ever since the beginning. I stay up till 1 and 2 am some nights. Some days I make great progress and some day's I make none. I think about it every moment of the day.

You've just read my mind! That's exactly me!

The feeling when you are done are gonna be soooooo worth it!!
#6
05/10/2005 (6:53 am)
Keep it up! Really looking forward to this Ed.

Nick
#7
05/10/2005 (11:57 am)
Yeah looking forward to it ed can i get a peek @ volume one plz i could use it as im a complete begginer dylanproudfoot@gmail.com thanks :)
#8
05/10/2005 (1:49 pm)
Every time I run in to "one little thing" I need to know about Torque, I go to the EGTGE, and it's always there (unless it's one of the unfinished sections :) ). Great job so far, and keep it up. You're helping a LOT of people.
#9
05/11/2005 (1:55 am)
@Pat - I'm still in good shape. I was just having a bit of a rough night and needed to rant for a bit. About that last 0.5%... I know you're right, but I'm hoping to keep it from being quite that bad.

@FruitBatInShades - I won't need to handle the layout and typesetting work. That will be handled for me. Thanks for the offer however. I will continue to work and get this puppy out. Thanks, as always, for your interest.

@Dylan - I don't think I can accomodate you on a peek at the whole thing, but there is an update to EGTGE - Free coming very soon (I know...many readers will say, "Sure..", but I mean it. Soon!).

@Jeff - I'm glad to hear that. I really am. I hope you will find the completed volumes that much more useful.

@Everyone - Thanks a bunch for the comments and the encouragement. It won't be much longer now.

...speaking of now, now it's time to get back to work....


All work and no play makes Ed a dull boy...All work and no play makes Ed a dull boy...All work and no play makes Ed a dull boy...All work and no play makes Ed a dull boy...All work and no play makes Ed a dull boy...

Just remember, REDRUM.


www.hallofworlds.com/how.ico Hall Of Worlds - For Gamers
EdM|EGTGE
#10
05/12/2005 (6:49 am)
I know exactly how you feel. When I was working on the technical documentation for the genesis engine it started out as a simple plan to use some tools whip up a decent format and walk thru the code. By the time Andre LaMothe took it away from me and included it in Tricks of the Windows Programming guru's it was three voulumes of 1500 pages each. And I would have kept going but the deadline to ship the book got in the way.

Shortly after that my wife presented me with a t-shirt that has become my all time favorite. It sums up what all indie developers need to know in a remarkeably short number of words. It is a quote from Paul Taylor the famous dance choreographer. I wear it whenever I feel the pressure of too much work and too many deadlines coming due.

It says, "The key to success is the art of deciding what not to do."

In the end here's what I did. Look at what you have got left. Think about each piece. If it leads to more and more pieces that grow and grow - cut it. No matter how much you think it is necessary, if it just continues to grow - trim it out. You don't have the time and one cut at the source of a tangled mess beats trying to trim a hundred branches when you need to save time.

It's the same with writing small games. If a feature leads to a bug, to another feature, to a bunch of changes, to additional documentation, to changing the GUI, to revamping the keyboard handling routines and then to another feature to begin repeating the process - cut it.

Beware "Feeping Creaturitis" ;)

And I really look forward to reading the whole thing when it is done.
#11
06/07/2005 (4:40 pm)
Holy crap man! Great work and can't wait to read this! Just one question: How much will this cost?
#12
06/12/2005 (7:47 am)
Do you think the books will be completed and published in this year 2005? I am looking forward to this reference and tutorial style teaching book for the TGE.
#13
09/22/2005 (11:32 am)
Will there be an update on this at IGC? It looks great so far and I'd be really interested in a finished product.