prog: (Default)
2009-03-30 02:01 am

Summary of what I'm working on

People have been asking, so here is where stuff be at:

The Volity Network (including the webclient): Personally, am completely burned out on it. I have no plans on doing any active work with it at any point in the foreseeable future. The proper thing to do now involves wrapping an open-source license around the webclient and letting it fly, right? That's a conversation I'll need to have...

Planbeast: After a successful early testing phase and an initial bump of interest, approximately zero people are using it right now. This is OK. As far as I'm concerned our soft launch was a success: we have a much better service now than we did in mid-February.

But now we need to figure out how to get the users to come. I had a truly excellent day of meetings a couple of Fridays ago on this topic with a couple of new voices. My major take-away is that, this early, our main customer shouldn't be game players but game producers. We should form partnerships with companies, offering Planbeasty tools they can use on their own websites and such, driving traffic to us while we increase the visibility (and online multiplayer-ability) of their games.

I last week spent a long time writing the first letter making such a proposal, aimed at a very particular target. Now that GDC is done, I'm going to send it, and then I'll see about writing some more like it.

Project X: Regretfully, and for reasons not entirely under my control, I had to move it from the back burner to the freezer. If you want the full poo-poo on this saga, feel free to contact me through another channel. Given everything else I have going, my heart isn't exactly broken over this, though it is rather disappointing just the same.

If nothing else, it was a great one-year hands-on course covering both the technology and the business of commercial game publishing. Even better, starting on it gave me the confidence to reconnect with the local game-dev crowd (hi [livejournal.com profile] dariusk), a resource that I expect I'll continue to find invaluable - and worth being an active participant of - as my focus shifts back to meta-gamier projects like Planbeast and...

The Gameshelf (the show): This has been idling for as long as Volity.net has, another victim of the Project X bug biting me, even though my attitude towards it is entirely different. Still have tons of new footage waiting for me to get awesome with it. I haven't really been zotted by a bolt of inspiration to resume work, and haven't been bored enough to do it anyway. But I really am expecting that I will return to it, when the time is right.

That all holds true for Jmac's Arcade, as well.
prog: (galaxians)
2008-08-24 12:12 am

GameLoop

GameLoop was fun and rewarding. Met lots of people and took lots of notes. I feel like I'm more solidly part of the Boston game developer community now, for what that's worth. Yey. Talked about Volity more than I thought I would, and Gameshelf less than I hoped. Talked about Project X as much as expected.

Project X development is back underway, finally. Have begun work on the graphics, and since I'm aiming low on the prettiness for now, it really is just a simple matter of programming at this point. This means I am using XNA again, and I'm finding the XNA forums to be quite handy, even having a question I posed answered quickly and intelligently. (Sadly, I just had to drop its RSS feed after a brief trial, since far too many of the new threads at any time are of the HOW I MAEK GAME LOL variety. Unsurprisingly.)

Business-wise, Project X got a Kick of Mixed Blessing recently, which I shan't write about here. It will take another week or two to resolve. Like all good kicks, it added lots of sudden velocity, but made the direction uncertain. Ask me again in two weeks.
prog: (Default)
2008-07-09 11:15 am

Speaking of

Project X is back on the shelf for the nonce; I'm doing a good job eating through my Appleseed pile but there's plenty more to do. There's a finite amount of it, so it behooves me to ker-chunk ker-chunk continue processing it into ca$h money before swinging back into X mode for a few weeks. There is more business X-related communications I can do in the meantime... in fact, I should get on them presently.

Almost certainly no prototype by August 1, then, especially with the move coming up, but it was a good target to aim for anyway. If I'm especially industrious I'll be able to at least put it back on my workbench before then, and I really think I'll have a prototype about a month after that, so long as I can really focus on it.

But we can't have that, can we? So I have another damn new project idea in mind, a more passive one that ties into a topic I'm known to be interested in but haven't blogged about in a while. You'll see it when you see it.
prog: (zendo)
2008-06-27 02:57 pm
Entry tags:

Breaking the Origins pattern

This is the first even-numbered year since 2000 that I've missed Origins. Sorry, folks.

If Project X had bit me earlier, I'd probably would have made plans to go. At least one party involved encouraged me to go anyway, but going for X-related reasons right now would be just a tad premature. Interesting to use this as a benchmark for my ever-changing relationship with the games industry.

Ung. I want to has prototype nao. There's a wall of fear between where I stand and my breaking ground on the UI, and I would love nothing better than to just bust through it, but I have promised myself to not look at X until I can spin down at least one of my Appleseed client plates. I expect that to happen early next week, and then I'll declare July to be UI month. It'll be a minor miracle if I actually can get the whole thing done over a month of part-time work, but I fully expect to at least work up to unstoppable momentum with it, and have it ready to show off before summer ends.

(No, Project X is not Zendo - sorry. I just haven't used this icon in a while.)
prog: (Default)
2008-06-19 10:25 pm

Quick updates: X | moving | phone

I've completed Project X's logic library to my satisfaction, and have begun to figure out how the UI's gonna work. All my recent game-UI experience has involved working with raw SVG directives, so it's interesting to approach a modern high-level game programming API with that oddball background. Creating sprites by plotting rectangles directly onto the screen is quite familiar. Less so is how they all insist on being pointed to on-disk bitmap image files which they can then paint onto themselves. So I'm going to spend some time in graphics programs generating some artwork, before jumping back into the code. Lots of scanning to do, in this case...

Yes, I think I can get away with entirely 2D graphics for this game. Certainly for the prototype, anyway, and that's all that matters for now. Sadly, even the latest beta of VMWare still can't let Windows take full power of my MacBook's graphics card, so I'm going to have to go back to rebooting into Windows every time I want to do work on X from now on... boo. At least until I get local access to a halfway decent PC, a sub-project that is indeed underway. (Have decided to pass on the rar-rar gaming rig that [livejournal.com profile] mr_choronzon advised me on, for now. Cheaper options have arisen.)



Still moving on August 1, and the traffic of strangers tromping through my apartment is getting a little ridiculous. Especially when they have a less than perfect hit-rate for warning me ahead of time. I accidentally opened my front door into the face of a rental agent as I entered my own apartment this evening, returning from a ten-minute coffee break. Apologies exchanged, and now I've learned that I'm getting at least three separate visits tomorrow!

I've had plenty of these sorts visitors already, over the last couple of weeks, but the rate's getting nuts now. I'm going to straighten the place up some tonight. At first I didn't care if lookers-at found it messy, but I'm quickly wishing that someone please hurry up and find it attractive enough to sign for, so they'll all leave me alone!



I have once again downgraded my cellphone. The normally tolerable Sony Ericsson that I got in 2004 "candy bar" has a loose antenna or something, and all conversations are filled with loud static unless I squeeze very hard and stand very still. So once again I charged up my circa-2001 Nokia something-or-other, which I've kept as a trusty backup ([livejournal.com profile] cthulhia will remember it as the BLAH blah BLAH model), and swapped my SIM into it. I had forgotten what a damn fine phone this is. I'm still on-track to buy an iPhone after its July release, but I'm no longer desperate for one. It's a real relief.
prog: (Wario)
2008-06-09 10:06 am
Entry tags:

Project X report

X is chugging along nicely. The skeleton of the logic library is complete, and I'm now fleshing it out through writing a whole mess of unit tests, making sure all the muscles twitch just so. It's hard to imagine a time when I didn't make a habit of test-driven development, even though I started only a couple of years ago. Seeing the panel of lights glow green after adding code is a happy thing, and seeing some turn red is happier, in a way, because I know that here are errors I wouldn't have caught until much later without the tests handy.

I'm champing at the bit to start working on the UI, partly because it terrifies me. But I'm not letting myself do so until every class (or at least every class of class) has at least a couple of tests attached, and there are a lot of classes. There's probably another two or three full work-sessions of test-writing in front of me, and when I do start building the UI I know I will be on my knees thanking my past self for having the patience to do them first.

Moreover, it's past time to seriously engage the game's rights-holder about what they expect to see on their end of the licensing deal. I made a gesture towards this over email last month, and they acknowledged receipt, but we need to have an actual conversation. I've been putting it off because it's less fun than working on code by myself, but I have long since proven to myself that I can accomplish the technical end of this task. Time to refocus long enough to TCB.
prog: (Default)
2008-05-24 01:59 pm

Solving work

It's been a little over a year since I signed my first truly independent work contract. I continue to feel like I've solved "work". I don't think I'll ever need to go job-hunting again. Unlike every other job I've had since graduating college, I'm not bored after a year of it, and I don't foresee that ever changing.

(Of course, in a real sense I am in fact looking for work all the time, now. But there ends up being a world of difference between attracting customers and seeking employers, as far as their respective outcomes go. It has everything to do with who controls you.)

Part of me just wants to embrace this evolved sense of work completely, invest some spare cycles into the next potential leap forward (Project X), and just let go of everything else for now. But I don't wanna, so instead I just procrastinate, by putting more time into Appleseed or X. Well, that could be a lot worse.

And X is going fine, thanks for asking. I am a little bummed that both my career and my biggest sub-project both deal with computer programming right now; though the projects are quite different the overall context is kind of monotonous. X is finite, though; the software itself has well-defined goals, and then it will go through a pass/fail submission process, which I hope to hit in around ten more weeks. If it fails, it fails, and if it passes, everything will change. But let's deal with that when we come to it.
prog: (PKD)
2008-05-20 12:34 am

Me me me.

I finished the main quest in Oblivion and then immediately threw away all my fortune and glory to fight in gladitorial combat in the Imperial Arena. I got a real kick out of this - I felt like the CRPG Andy Kaufman.

But then I finished that quest-line and still I kept playing, so I gave the disc to [livejournal.com profile] classicaljunkie to hold in escrow until further notice. I have accomplished stuff since then using time that I know I woulda pissed away Oblivionating instead.



My beard is fully grown in, by which I mean I've had to start trimming it. I really like it! My facial hair is thickest in the goatee area, and it matches my top-of-head hair nicely when so isolated. (And I feel like I can go longer without a haircut this way, too.) I'll have to hack it off for the next Gameshelf shoot (whenever that is) but it will come right back. afterwards.



I've been meeting my daily billable-hours goals well enough, and have been finding success cautiously looking for ways to slowly grow my business - I have enough experience, personal and vicarious, to convince me that any other way isn't worth doing. (Also, I have played many gams of Sim City in my day, and I know what happens if you build, say, 10 power plants just because you have $10,000 in the bank.) I'm still shy of seeing to Project X every day, but I've been attending to it maybe every other day, which isn't terrible.

My attention is cycled away from all other projects right now. I know myself too well to fret about this; the motivation will come 'round again. But some people are waiting on at least a modicum of a volity webclient release, and I have started to nudge that around again but i'm not exactly champing at the bit about it.
prog: (Default)
2008-05-10 10:25 am
Entry tags:

Project X progress (existing, not enough)

Other than the localization problems, have well and truly broken ground with Project X and am roaring ahead, test-driven-style. This is the first time I've picked up a new programming language since getting the test-driven religion, and I have never sat more comfortably with the task. Very nice.

One of the first things I learned is that when you're not working with an interpreted language, you don't need to write tests check that return values and internal properties are the right types of things - if they every aren't, the program simply won't compile! So that's something new.

On the downside, I am not working fast enough. I wrote the previous two paragraphs at the end of last weekend, when I was feeling very much on top of things. Then one of my clients delivered a phat project they'd been speccing for months, so I said "Um, yes, money" and picked that up. A couple of days later, Wits & Wagers for XBox was released - an adaptation of a tabletop party game - and I learned that Dungeon Twister has added itself to the queue of tabletop games coming the the 360.

While I am not concerned about any other implementation of this particular game getting stolen from underneath me (it won't), I am worried about the platform getting saturated with adaptations before I can even finish my prototype. Therefore, I resolved to give myself a three-month deadline to finish it, and furthermore to work every day on the project, even if only for an hour sometimes.

That was Wednesday, and so far I have done a crappy job on the follow-through. Maybe I just need a fresh weekend to ramp things up again.
prog: (Default)
2008-04-28 01:05 pm
Entry tags:

Ready for testing

Posted on the Appleseed blog about my adventures yesterday in getting a unit-testing system set up for my C# development. I succeeded, but it took a while. The free-beer "Express" versions of Microsoft's IDEs lack the features that make integrated testing easy.

On [livejournal.com profile] chocorisu's advice I'll be starting my Project X work by making a test-driven game logic library, which I can later just plug into the larger game framework. This lets me do all my development through VMWare for now, so that's good. (I played a little with running Mono on Mac OS X, but found that it doesn't offer much over developing through a VM, and makes testing even harder.)
prog: (Default)
2008-04-23 10:47 am

Donglejoy

Picked up one of these dongles at Best Buy yesterday. Less than half the price of a new controller, and it lets me use any wireless 360 controller (of which I own two) with Limburger. This should make debugging much faster. Thank you for the pointer, [livejournal.com profile] lediva!

(LImburger is the name of the stank Windows XP side of my creamy white MacBook, which is otherwise named Brie. Yes, there must always be at least some vestigial amount of Mac Pride goin' on.)

Extra props to VMWare: This was the first time I tried installing new driver-dependent hardware onto XP through a VM, and it didn't even blink. That's very nice.

Extra props to Best Buy: I initially located a blister pack containing the adapter and a new controller together, so I picked it up and walked to the first blueshirt I found, asking if they sold this without the controller. She didn't know but proceeded to escort me from one of her cowrokers to the next, all of whom doubted that they had any but suggested the next person to ask. We eventually came to a fellow who said "What, this?" and handed the right thing to me. "You have succeeded where all others have failed," I told him.
prog: (Default)
2008-04-22 10:56 am
Entry tags:

If I were Mad Magazine it would be Project Ecch

• Traded emails with my contact at MS about Project X's status, since it's been four weeks already (sheesh) since I signed the NDA. Was told that, why yes, they would like to see a new prototype submitted with the proposal, and they appreciated my effort to make that happen. So, that's probably the last they'll be hearing from me until it's ready to go.

• Allowed [livejournal.com profile] mr_choronzon to help me shop for a PC. Its many parts are sitting in my newegg.com shopping cart, awaiting further orders. It's not cheap; on his advice, we aimed at building a decent gaming rig on-par with the XBox's specs. I'm keeping my jets cool about it, coz buying it would wipe out the remainder of my Project X Stage One budget. May be able to revisit it and shave a hundro or two off the cost.

One ASAP must-buy, though, is a wired 360 controller. XNA studio makes it easy to simultaneously build and run Windows and 360 versions of a game, and quick incremental testing would certainly be a lot easier if I could just plug a controller into my computer and run the thing there. I've been doing incremental testing on my 360 itself, and its navigation UI is just too clunky. (Being a game console, it's optimized to act like a bookshelf, not a desktop.)

• Finished all the XNA tutorials. The final one has you taking your Asteroids game and adding multiplayer and network functionality to it. I'm really surprised at how much of the XBox Live API is exposed to XNA - more or less all of it, from the looks of things. It's very invigorating, and I've begun to plan how the game will actually work.
prog: (Default)
2008-04-19 02:43 pm
Entry tags:

hacking, not coughing

Posting from the Windows side of my Mac. I just confirmed that exporting XNA games to an XBox works as advertised, at least if you're running Windows natively; there seems to be no way around it if you're going through VMWare. Am presently attacking the Asteroids tutorial I posted about earlier.

On the fence about buying another damn computer. An alternate strategy is to use my G5 for the things that I had been using my MacBook for. But... enh. My MacBook is better at being a Mac than the G5 is. It'd be a downgrade. Maybe I'll feel differently once I've put a couple more checks between me and the hurty, hurty tax pay-off.



I have been sticking to my exercise and my "diet", which gets scare-quotes because it amounts to: Hey, why not pay some attention to what you're shoving into your gob, for once. I have been eating only when actually hungry, and allowing myself one (1) treat per day - like a honking big P.B. Cookie from Rossini's - since I find that I don't really desire more treats than that. The treat always tastes very good this way. It is always worth every totally worthless calorie.

This is all noteworthy because I've stuck to it long enough that my body's adjusted itself in a way I'm not used to: my appetite dropped by a discrete quantum literally overnight, two nights ago. It took me two mealtimes to work through a True Grounds breakfast burrito, and it's been like that since. Everything else seems fine, so I'm not doing my usual reaction to internal changes of jogging up the walls gnashing arrgh it's a tumor. So that's all right.
prog: (Default)
2008-04-15 11:16 am
Entry tags:

Taking the lid off Project X

After a week of consultation and thought, I've decided to pursue "Project X" at full tilt. This involves me creating a prototype game for the XBox 360 and then pitching it at Microsoft, as a candidate for their "XBox Live Arcade" service of smaller, downloadable games. Things have aligned in such a way that not doing this right now would seem very foolish. Over the last few weeks, and much faster than I anticipated, I got Microsoft's ear, and I earned the support of the rights-holders of the game I wish to adapt. I have the skills, and the time to do it. OK: let's do this, then.

Success, which looks not impossible, spells a significant amount of prestige and passive income. Yes this turf looks a bit familiar. Already the project is reminding me of writing the books, except that I'll actually enjoy the work, and the checks will be bigger. Much bigger, if everything falls out the way I hope, and I have good reason to believe that it really can. I mean, actual market research, with hard numbers. Good stuff.

I shall continue to avoid describing the particular game in public blogging, at least until the project pitch has been delivered, and its fate decided. At that point, on success, there would be great joy, a press release or two, and then six months of deep magicking. On failure, there would be surprise and disappointment, and perhaps a time of deep magicking anyway with an eye to float the title in the upcoming XNA Community Games thing. But the first route would be quite preferable, since it would include a great deal of support from Microsoft.

This project will happen under the Appleseed aegis. (I'm ramping up a DBA to use specifically for game publishing.) I'll look for ways to involve Volity, but Volity is not a deal-maker-or-breaker. No matter what happens, though, there's plenty of opportunity for positive blowback in Volity's direction.
prog: (tom)
2008-04-11 10:48 pm
Entry tags:

XNA 2.0: It is good.

XNA 2 is great. The documentation really wants you-the-reader to rapidly understand how to make games with it. It hands you the full source of XBox-SpaceWar, and a lot of documentation projects would stop there, leaving you to learn by poring over the code. The XNA docs, though, say "OK, now let's borrow all of its art assets and rework them into an Asteroids game," and proceeds to lead you through the process, step by step. That is genius. I would be proud to write code tutorials as good as this, some day.

So, yeah, the scariness and scope of the project I have in mind shrunk by 50 percent today, and I feel I can now hold it (using both arms, and lifting with my knees).

After I do taxes (yes, I know) I will start planning on buying a cheapo PC that I'll dedicate as an XBox development station. It's not so much using Windows that is painful - it's having no access to all my stuff and tools on the Mac side of my laptop, while I'm booted into the Windows side. All my favorite note-taking and organizational utilities are there. And Google tells me that combining Mono with XNA is possible but deeply voodooish, so I'm not gonna go there (but thanks for the suggestion even so, those what suggested it).

WIll also hafta hand MS a C-note for the privilege of sending builds across the room to my own damn XBox for a whole year. But that's pretty much the only other cash outlay until prototype, so that's cool.
prog: (Wario)
2008-04-09 09:58 am

Getting started with XNA

Contrary to what Wikipedia implies, Microsoft's new XNA Game Studio 2.0 is a free download. I liked it so much I installed it twice! Actually I installed it once on my purely-virtual VMWare Windows machine, and when it finally got up to the part where it was ready to compile its sample game, it went "Duh, I can't find a 3D card." So I killed that and put it on my Boot Camp partition instead and now it all works. And so apparently I have to boot into Windows to do any work with it, which kind of stinks.

I haven't researched this deeply yet, so maybe I'll still luck out. I hope so, because doing anything in Windows is like feeling my way through a fog, while having left my glasses at home. It isn't (entirely) Windows' fault; I'm just used to how things work on Macs. I grow a new engram every time I hit ctrl - ← to go back a word and end up warping to the previous page, because the ctrl key is actually the command key here in the bizarro world. So for now I'm moving the cursor around by mousing and generally partying like it's 1992.

Anyway, I'm excited, coz XNA 2 supports XBox Live out of the box. You can't actually distribute an XBox Live-using game without Microsoft's OK, but I'm planning on getting that covered so that's fine. It ships with two example games, a basic local-play one and a network game. The former is a port of SpaceWar!, and how can I not totally respect that?