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Insecticide
End of the Alphabet is: Max Wagner, Josh Wittner, James Yarrow, and Jon Renish
DigiPen
Postmortem
2003-2004
INTRODUCTION........................................................................................................................ 3 WHAT WENT RIGHT................................................................................................................ 4 AMBITIOUS........................................................................................................................................4 TECHNICAL DESIGN...........................................................................................................................4 WORKED HARD.................................................................................................................................5 COMMUNICATION..............................................................................................................................5 SUPPORT FROM THE FACULTY...........................................................................................................5 WHAT WENT WRONG.............................................................................................................. 6 UNBRIDLED AMBITION......................................................................................................................6 TECHNICAL DESIGN...........................................................................................................................6 ONLY 3 TEAM MEMBERS FIRST SEMESTER........................................................................................7 CONTENT AND RESOURCE CREATION...............................................................................................7 APPENDIX A TEAM SIGN OFF......................................................................................................................... 8 MAX WAGNER: PRODUCER...............................................................................................................8 JOSH WITTNER: TECHNICAL DIRECTOR, ART DIRECTOR..................................................................8 JAMES YARROW: SOUND DIRECTOR.................................................................................................8 JON RENISH: DESIGNER, PRODUCT MANAGER..................................................................................8
6/22/2013 GAM350
DigiPen
Insecticide
Postmortem
2003-2004
Introduction
From concept to final product, Insecticide has been a project full of surprises and significant hurdles to overcome. It was the teams first fully 3D game, and for most of us, the first networked game as well. Our design called for significant code sections for physics, graphics, networking, AI, and user interface, and there were only three of us when we started out. That meant more than enough for each person to chew on, given that it was all fresh and unknown territory for us. But we wouldnt have had it any other way. We sought a challenge, and a challenge is what we got. While our intent was to make a polished and fun game, we had given highest priority to learning as much as possible about how to make a game using todays cutting edge technologies. In this respect, we achieved what we set out to do. Some of our original game design ideas had to be cut along the way, but in the end we have produced a game everyone is happy with, and which has taught us a priceless amount about making real time, gpu-, cpu-, and network-demanding games.
6/22/2013 GAM350
DigiPen
Insecticide
Postmortem
2003-2004
Technical Design
We began our project writing code that we knew from the beginning would be thrown out. After experimenting sandbox-style, we then spent a significant amount of our first semester actually planning and 6/22/2013 GAM350 End of the Alphabet
All content 2004 DigiPen (USA) Corporation, all rights reserved.
DigiPen
Insecticide
Postmortem
2003-2004
designing the code before launching into the core engine code. Surprisingly, we remained quite faithful to our initial design, and, perhaps more surprisingly, this design succeeded in keeping our game afloat.
Worked Hard
Our ambition wouldnt have taken us very far without a complementary work ethic, and fortunately we found it within ourselves to dedicate the necessary hours to get the project done.
Communication
We had a very tight-knit team, which contributed significantly when times were tough and deadlines looming. We had a fluid work dynamic that allowed people to help pull others slack when and if it existed. We communicated issues to each other about the game on a daily basis at least.
6/22/2013 GAM350
DigiPen
Insecticide
Postmortem
2003-2004
Technical Design
Another double-edged facet of our game was the technical design. If our technical design were a boat, then I would be proud to say it got us across the water and that we didnt drown; however, I would also have to say that at times it seemed we had created more problems for ourselves than solutions, and that we were spending more time bailing water from the boat then paddling to get to the other side. A specific issue with our technical design lay in the overall separation of code between client and server, and in deciding what events would take place where. We had decided early on on a strict separation between code modules, including the AI and Physics. This separation, while enabling certain (failed) attempts at distributing our processing, made AI implementation far more difficult, as simple querying abilities
6/22/2013 GAM350
DigiPen
Insecticide
Postmortem
2003-2004
between the two modules had been for all intents and purposes eliminated.
6/22/2013 GAM350
DigiPen
Insecticide
Postmortem
2003-2004
6/22/2013 GAM350