Posted: November 21, 2008 at 9:56 am
OFG Update
We have sent what we hope is a final build of Open Fire Gold to an unnamed portal that we have been in negotiations with for a while now. We had to add some spesific scoring code to the game so it would work with their portal and they had no examples of the code running on a game built with our engine. This ment that Joe had to work some wizzardry and figure out the API from examples built in a tecnology he has never used. Thankfully thats all over and now its just to see if they don’t find any show stopper bugs, we pray that they don’t and that OFG 1.0 can go live on that portal soon!
In other OFG news we have been working on some added fun! A number of small additions to the gameplay to make the experience more enjoyable this version is code named OFG+. We are looking into other options for distributing it, possibly some more portals, maybe even a stand alone.
CT Update
As noted by Joe in the last post Chicken Target (CT) has been delayed, this is due to the fact that we decided the scope of the game was too large for a team of 2, also we were unpleased with the gameplay in our early betas. We have gone back to the drawing board so to speak and are working on a new design for CT that should be simpler, far more enjoyable and more attainable. We will release more info on this when we are ready, possibly not until it hits beta.
General Development
Post Production Gripes:
I had never really thought of game dev as having pre and post production processes, similar to working with video. Its obvious that game dev has pre production because that is the planing stage, then you have production which is building the game, and finally there is post production which in the game dev world seems like working out bugs, finding publishers, fulfilling the publishers requirements, and a bunch of other slow processes before a game can finally be released.
This post production phase seems to be the hardest one, you would think that it would be simpler because basically 90% of the work on the game is done. Yet from my experience on both Open Fire and Open Fire Gold it is the one phase that seems to drag on the longest, and with the least amount of visual progress. In part I think that is what makes it the hardest phase, you never seem to get anything done, and when you do its not something obvious, this in turn effects you as a developer emotionally: its dificult to keep working hard on something when you can’t see that your getting any where.
For example I used to cut grass during my vacations as a form of income, think of game dev like cutting grass, if the grass is long and messy you cut through it and leave it all nice (similar to the production phase), you can visualy see all the progress and how nice something is turning out. But if the grass isn’t very long and you are cutting it often its hard to see where you have even cut, this in turn makes the job hard, and more discuraging (like the post-production phase).
Changes to our Toolset:
So we have decided to change our modeling toolset, we were previously using Maya which for those that don’t know is a quite expensive 3D package. I like Maya and am decently familiar with it, it is powerful and once you get used to it, fun to use; the problem of corse is the expense. Seeing as Joe and our unofficial 3rd dev guy Micah both have a linux background they have been pushing me to use blender. Blender has the huge advantage of being completely free open source software. I had looked at it before but I was blinded by its disadvantages, a GUI that is unlike almost any commercial 3D package, and keyboard shortcuts that are not at all standard for my host operating system (which is Mac OS).
I have forced myself to look beyond these annoyances and give the package a real try and with the little I have used it so far I like it a lot. It is quite fast, works great with my 3Dconnexion 6 axis mouse and has a number of handy features maya is missing by default. Hopefully the transition won’t take too long for me, and all art assets created for CT from here on out will be created with Blender!
Thats all for now guys, keep giving us feedback, praying for us and generally supporting us, I now have lots of work to go and do, catch you all in my next post! - Jeff McArthur





