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Postmortem: Blood and Iron |
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IntroductionBlood and Iron, as a project, went through more intended results than I care to remember; it was constantly changing, because I was constantly learning and the situation was constantly changing. It was, as a game demo, unsuccessful; as a tech demo, portfolio piece, and learning experience, it excelled, however. Now, two months after the project has finished, I want to take a look back over its development cycle, what went right, and what went wrong. I hope other hobbyists and students can learn from my experience and mistakes, and make mistakes of their own instead of repeating mine. |
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The Beginning (January - August 2006)The Blood and Iron team was originally two people: myself, and Jerome, a programmer. After going from his engine, and then to Elder Scrolls: Oblivion and then a Source engine mod, we decided to go for broke, and design an engine around OGRE, an open-source rendering system. I was to take care of all content, and Jerome all programming. We'd meet weekly, and we were enthusiastic, and the future was bright when preproduction finished in the late Spring and production started in the Summer. The summer was, from a content point of view, quite productive; in fact, more than half the assets were complete by the time school started in the Fall (they were all touched up but mostly done). Programming was a different story (a recurring theme throughout the project); Jerome became harder and harder to deal with, and eventually left the team in a huff, which I had anticipated for about a month but actively tried to fix because he was local, talented, and the best chance I had, I felt. |
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The Middle (August 2006 - January 2007)Fortunately, though Jerome left, I found an extremely dedicated, hard working, and most importantly reliable programmer, Aldo Fanelli. Unfortunately, he lived in Italy, and wasn't very experienced, but he made up for it with effort I could hardly match, and this was practically what I worked on 24/7. He also brought along his engine (the Adal Engine, as it came to be called), which was about a year mature, had all the basic functionalities, and was build upon pretty solid technology consisting of open-source components. The middle half of production was on the one hand quite productive. We had a pipeline worked out for assets, I was learning the engine, we picked up a couple good programmers. On the other, it was more of what's expected from indie teams; missed deadlines, delays, excuses, change of focus, unreliable developers. Help from the other programmers was appreciated, and motivating, but ultimately Blood and Iron ran on the back of myself and Aldo. |
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The Home Stretch and Finish Line (February -May 2007)This 4-month crunch time was hellish but rewarding. Great progress was made on the engine, most importantly, my shader writing and Aldo's scripting integration. Issue after issue arose, and myself and Aldo spent many sleepless nights working, sometimes forcing each other to go to sleep because we were sick from exhaustion (he is 7 hours time ahead). We tried to turn it into a game, and realized we couldn't; we needed a few more months at least, if not some re-engineering of some features (such as the physics engine we chose, which was not actively being developed any longer). So, we put together a handful of tech demos, which you can download from www.bloodandirongame.com . |
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What Went Right?1. Technology 2. Communication 3. Committment 4. Content |
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What Went Wrong?1. Management 2. Lack of Tools 3. Changing Goals 4. Programmers and Programming 5. Acts of God |
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Conclusions and AdviceEveryone on the team just learned a tremendous amount. Our asses were put to the fire and we ran, far and fast. We didn't reach the finish line we initially thought, but we're proud of the final result, but more importantly, our growth as developers and people. Until you've worked on something like this is difficult to convey accurately the enormity of a task, of working blind on your own project with a small team, and no real precedent or guidance, for a almost a year and a half. I had to do everything that a production team would normally do, and I had to learn how to do everything a production team would do. This isn't a linear process like a 3D animated short; this is a convoluted and extremely confusing and varied process that is different for every game. It gave me insight into things I never would have experienced otherwise, gave me experience with areas of game development a lot of professional artists aren't even familiar with. If I had to do it again, I would do it completely differently. If I had the proper guidance, I would have done it completely differently. That's probably why I am writing this, so you who are reading this don't repeat the same mistakes, you can build on my experience and see the bumps in the road before they send you careening off course. Advice is everywhere when you look for it, information is everywhere if you keep your eyes and ears open. This doesn't only apply in the abstract sense, it applies in the technological sense (using component-based engine architecture, for example), in the cooperative sense (an active exchange with your and other development teams will teach you lots of things you would have had to figure out yourself otherwise), and an artistic and engineering sense (constantly be picking things apart for how they work). It will be up to you whether to listen to the advice you receive, you have to weigh whether the places you are getting it from have any authority on the subject and you can vet it based on that, you have to objectively look at your own experience as well when vetting advice. Every few months I had to present Blood and Iron for a jury of faculty at my university. None of the faculty had experience with games and only one had any relevant experience or insight that I could count on. Just always remember that people are trying to be helpful, always be respectful and listen, and if you can get something from debate or discussion do so, but it is oftentimes better to listen and silently consider or disregard. I hope this post-mortem was helpful, I hope it was worth writing. Its important to stick with what you start; these 1.5 years were often hellish and I often wanted to redo the entire thing, because I would learn and grow so much in just a couple months. If you put your heart into something and really work at it, it will never be a failure; it may not work, it may not be anything like you initially intended, but as long as you are learning, evolving, progressing, there is no higher goal you can strive for. |
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