RTW redundancies

Posted in Industry Rants on August 21st, 2010 by MrCranky

This week’s normal blog post has been supplanted, sadly, after news broke of Realtime Worlds going down earlier in the week. I was intending to write a post anyway, after the news that 60 people were to be trimmed as a result of their Project Myworld not finding an investor, but the urgency wasn’t really there. It looked that ostensibly things were being wound down in some kind of graceful way, which, while sad, is just the nature of the beast. Everyone knew that the large team that had been ramped up to deliver APB would be unsustainable, given the absence of a large income stream from that game, or anything else signed. It was always going to stand or fall on APB’s quality, and that was apparent a couple of months ago now. But we gave them the benefit of the doubt.

That was late last week though. Come Tuesday afternoon, news surfaced that there had just been a company meeting to announce that the administrators had been called in. And not in a graceful, let’s wind things down sort of way. In an almighty, we’re all out of money, and by the way you’re not getting paid for August sort of way. While that’s not unprecedented (when VIS went down, they at least had the courtesy to do so immediately after a pay-day so no-one did any work that wasn’t going to be paid for; but DC went down with unpaid wages), I don’t think it’s ever forgivable. But the difference was, those other studios had been operating milestone to milestone for a long while, burning through their cash. RTW had their investment up front, they knew what money was coming in, and when it would stop. To go under leaving unpaid wages (and word is, a bunch of trade debt as well) is to me a massively negligent failing of those in charge.

The whole affair smacks of senior management, knowing they’d burnt through all their cash (and let’s not forget, that’s over $100m), and yet continuing to operate. APB had run over its development timescale, that was public knowledge, but if they didn’t have enough money to operate beyond its launch, this mess should have been sorted out when they realised what was going to happen. I’m sure they thought that to do so would further damage the APB launch: who would want to invest time in an MMO if it looked like the developer was going to go bust even before launch. That doesn’t excuse screwing over your employees: they chose to gamble everything on persuading new investors to save them. And since they’d already failed to show that they could deliver on the sort of projects they claimed to have expertise in, I don’t know how they thought anyone would believe them.

I’m sure there will be more details and analysis from those who saw this mess from the inside. Even last week, this RTW person let go in the MyWorld redundancies put an insightful but damning post over on Rock Paper Shotgun. I’ll come back to this one once more of the details have become clear. Sadly, even if a phoenix company does ride from the ashes (again stirring memories of DC and their similarly resurrection), it will be a dim shadow of what RTW once was. While there are still several good businesses in Dundee doing alright, the heart has been cut out of the industry, both in Dundee and in Scotland in general. We’ll lose a lot of good talented people, because there is no-where else with the capacity to pick them up. Again, Scottish development will take years to rebuild, if indeed we ever manage it.

Next time, I think, will be a rant about development budgets, and how they’re hurting us all.

WordPress 3.0.1

Posted in Links from the In-tar-web, Tales from the grind-stone on August 9th, 2010 by MrCranky

It’s probably entirely escaped your notice (or at least it should have done), that we’ve upgraded to WordPress 3.0.1 recently. Everything should be exactly as it was before, externally at least. Please let me know if anything looks off of course. Doing that little bit of maintenance has reminded me that it’s probably time to update the website in general though. I have been meaning to make a little section for our iPhone games and applications, although probably that’s easiest done in the blog itself. More importantly however will be to update our About pages to include more recent endeavours.

In other, unrelated news, I’ve been answering questions over at the beta of the GameDev StackExchange site. It reminds me of all the reasons why I would get annoyed at gamedev.net et al; basically that since there is no barrier to entry, anyone can both ask stupid questions and give stupid answers. So you get people replying who aren’t professional game developers and have a very limited set of experience making ‘games’, but who have a very high opinion of their ability. However, since the original StackOverflow site has become a useful resource in its own right, despite the equally large numbers of “please help me with my homework” questions, and poor quality answers, I thought I would give this one the benefit of the doubt. I would heartily recommend any of my peers who have some free time to go over and contribute as well: while you can’t do much to begin with (new users can’t even vote good answers up), it only takes a couple of questions answered sensibly to elevate you from the rank of untrusted outsider to someone who can contribute. And as long as it’s people with real knowledge of the industry voting up the real solutions, I think there’s a good chance that there gets to be some content there that’s useful to the games industry in general.

MSDN

Posted in Coding on August 3rd, 2010 by MrCranky

Finally gotten around to putting VS2010 on this machine, and this time around I’m breaking with tradition and simply not putting MSDN on there, at all. It used to be a no-brainer, put the reference libraries on as you’re going to be looking stuff up all the time. But these days it was always more an exercise in frustration than a useful tool.

Many topics are just “not there”. Huge swathes of really basic stuff are just missing (basic date formatting string specifiers – that’s pretty low level!), so that when you navigate to them it tells you the page is missing. Go online to the MSDN reference there, and you’ll find the page, just not in the locally installed copy. I thought to begin with it was just because I’d installed it badly, but even from a clean install it was still just not there. I’ve since concluded that it must be the Express versions are just subsets of the full documentation, to keep the downloads small. It’s certainly not a functionality split – like they’re only putting in help topics for things in the Express editions – because the Express editions are really quite close to fully functional. No, this is stuff that’s core to .NET and the language.

So, since I’m having to fall back on searching the internet anyway, I figure I might as well have my hard disk space back. The online resources available now are fantastic anyway, and it’s rare that I’m not connected when developing. Most often it’s the online MSDN references that show up first in the search, so in the end it’s much of a muchness – except I don’t have to use the horrible HTML help interface which has been getting steadily worse with every revision of Visual Studio.

I guess this is just another nail in the coffin of the disconnected computer: so many things now expect/assume/require you to be connected to the Internet. Which wouldn’t be so bad, but even with 3G connectivity, a network connection while on the move still isn’t something that can be taken for granted. But I’ll stop grouching about it like an old man, and go with the flow…

GameDevBlogs

Posted in Links from the In-tar-web on July 28th, 2010 by MrCranky

New link over in the right hand panel: GameDevBlogs.net Not to be confused with Jamie Fristom/Torpex’s GameDevBlog.com, to which we also link!

Basically it’s a new site to bring together many of the interesting game development blogs that are out there. Good to see a common location where you can go to read and discuss the game-dev news of the day, dip into the day-to-day life of various small developers like us, and generally learn something new. Go, read, enjoy!

iPhone @ Stanford U

Posted in Tales from the grind-stone on July 27th, 2010 by MrCranky

It’s very strange, after having had so much to do solidly for so long a time, to be able to pick and choose what to work on again. There was a big stack of paperwork, of course, including our end-of-year accounts for 2009/10. And my desks had degenerated into a big pile of letters, both spam and ham. So clearing that was a requirement, not just a nicety. But aside from clearing those backlogs, the decision as to what to work on next has been quite tricky. In the end I opted to try and catch up on Tim in terms of iPhone knowledge. Tim has done the vast majority of the work on our iPhone apps so far, and despite working on the UI design with him, I’ve not had any time to get my hands dirty with implementation. So with some free time to play with, it was time to get some serious crash-course learning done.

Cue some virtual attendance of CS193P, the iPhone Application developer course from Stanford University. Taught by developers from Apple, and with all of their lectures videoed and put online, it has been a great way to get quickly up to speed with Objective-C and Cocoa Touch development. Of course that’s not the only way to develop for iPhone, you can (and in my opinion, should) implement the large part of any game or simulation app in standard C/C++. But for working with the iPhone operating system, and implementing interfaces (arguably where the real challenge and value in an iPhone app lies), it has to be done in Objective-C.

Stanford University

Stanford U

So while Tim was busy with some other work-for-hire, I took the opportunity to bash through the majority of the CS193P course, and start to tackle an app idea we’ve been talking about for a while: the Drunk Compass. More on that in later blog posts. Actually watching the lectures brought back a load of memories of university: it was nice to remember a time when all I had to do was take in as much knowledge as possible and try to retain it long enough to pass exams with.

Thankfully, as this was just one course, condensed, it didn’t last long enough to evoke the things that annoyed me about university: the feeling that I was always doing throw-away coursework. I’ve always preferred the hands-on approach, and by the time my university career ended, I was already itching to make something real, and loose it on the world. A shame then that my first shipped title with VIS didn’t see the light of day until 5 years later (although technically i-Race shipped much earlier than that).

Anyway, learning is good, and I think it’s been a welcome change of pace after the hectic nature of Crackdown 2 or our other client work. Hopefully now that I’m comfortable with the Cocoa interface tools, I can prototype our most promising app idea, and get it one step closer to reality.

Crackdown 2

Posted in Games, Tales from the grind-stone on June 20th, 2010 by MrCranky

And so it has arrived. Finally, and after much Herculean effort from all involved, we have given life to a healthy baby game. Okay, so it’s more of a hulking 250 pound armoured law enforcer than a baby, but I’m still proud of it like a child. It’s occupied more than 14 months of my time so far, so it’s a great feeling to know that it’s soon to see the light of day.

Crackdown 2 Box Art

Crackdown 2

It’s weird, I’ve spent the last month and a half working with the MGS and Ruffian teams to take the game they’d made and turn it into a demo form; I thought I wouldn’t want to play the demo again. I’d play the full game, sure, because I’ve never actually made it all the way through without cheating, and it’s a game where the pleasure is in the journey, not in the destination. But the demo is 30 minutes from the start of the game, and your progress isn’t saved, so I thought I’d just skip it and go to the main game. My wife and family finally got me an XBox 360 for my birthday on Friday, along with a stack of games (Halo 3, Halo: ODST, Forza 3, Bioshock 2, Assassin’s Creed 2), so I wasn’t short of things to play.

But like a digital drug, I found myself using my demo preview code, and playing the demo. I knew what to expect, and that didn’t make it any less fun. Shooting, punching, kicking, driving, exploding, all over the island. Not just once either. Four times through, to get 7 out of the 10 possible demo achievements. I even got my wife to play it through as well. That one I pretended was research for work: you don’t get much more inexperienced at 3rd person games than Vicki, and I wanted to see if we’d pitched the demo opening right. We had – she picked it up surprisingly quickly, didn’t die until much further into the demo than I’d expected. More pride – we’ve made something that can appeal to not only the hard-core, dedicated Crackdown fans, but also to newbies as well. Crackdown for everyone!

Ruffian Games Logo

Ruffian Games

Not that I can take much credit for that really, it’s the stellar team at Ruffian who have done a fantastic job on the game. I’ve been privileged to work with them, and the wider team at Microsoft. This has been the biggest budget game I’ve worked on to date, with the highest aspirations, and the highest quality bar. It’s been a real eye-opener, and a great experience. Both teams are chock full of talented, enthusiastic folks, and my passion for the title they’ve matched and exceeded at every turn. I’ve got to give a special appreciation to our ex-colleague Peter Mackay as well – who went to Ruffian after leaving us last year. He’s done a great job on the audio for Crackdown 2, allowing the quality audio design to shine through. I was sorry to lose him as a team-mate, but I think he’s found a great new role at Ruffian.

The demo you can get your hands on tomorrow (June 21st), and the full game will hit the shelves from the July 6th. Get to work Agent!

Year Six

Posted in Tales from the grind-stone on April 11th, 2010 by MrCranky

Wow. Five whole years. In games industry terms, that’s practically ancient. And even more strangely for me, I’ve now been running my own business for longer than I spent working as an employee for anyone else. The work we’ve done over the past five years has been so varied that I struggle to remember all of it; there are some projects from when I first started out that I forgot all about it until I was digging through our backup archive recently. Of course, we’ve had our ups and downs – this past year has been especially hard on me in particular, what with all the travelling around, and working away from Edinburgh. But the very fact that we’re here and still beavering away I think says a lot. And I must extend my heartfelt thanks to my associate Tim for doing such a great job here in Edinburgh while I’ve been kept busy with Crackdown 2.

Year Six will, I think, be far more eventful for us than Year Five. It’s too early to say yet what it will consist of, but I think there will be less X360 development, and a load more iPhone work. Of course, my prediction skills are fairly awful, so I should probably not try to guess in advance. What we do know is that we want to get our own projects out there and selling, and the iPhone is a far better opportunity for us to do that than, for example, WiiWare. And there will undoubtedly be work-for-hire as well, which is almost always interesting in itself, getting a chance to help out on other fun projects, and do what we do best – give our clients the software development help they need to ship. And if nothing else, we shall see just how furry the beard can get…

The Crackdown 2 Crunch Beard

The Crackdown 2 Crunch Beard

True, dat

Posted in Coding on March 22nd, 2010 by MrCranky

Picked up on when reading through some old posts on the sweng_gamedev list, and had to be shared.

On 11 December 2009, Fabien Giesen wrote:
Abstraction provides leverage. This is well understood in one direction and not so well in the other direction.
The power of abstraction is that I can do with one line of code what might take me 100 lines otherwise. The problem is that I’m now writing code one 100-line-equivalent at a time :) . Any conceptual flaws or minor misunderstandings present at the level I’m working on are amplified by a factor of 100 by the time the machine gets to see the code. This is a crucial thing to understand when working in a team, where the user and the designer of a module aren’t necessarily the same person.
This is so true. While I’m all for abstraction and making your code clean and high level, you really, really have to be aware of what that means.

Newly an uncle

Posted in Random Stuff, Tales from the grind-stone on March 15th, 2010 by MrCranky

So after a weekend up north in Glencoe, trying to get my head back in some kind of productive space, I hear from my sister that she’s given birth to not one, but two miniature people today. So I’ve raised a glass or two to my sister’s new family, which pretty much excludes the possibility that I’ll do anything useful tonight.

Suffice to say that while I’ve continued to work on CruiseControl.NET plugins, I’ve yet to write up anything useful that could be condensed into a blog post. My article on employee Terms and Conditions for IndieVision.net has been shunted to one side, again. I had a productive meeting on Friday with one of the developers of Visual Studio, making an effort to persuade them to include some games development friendly features with their next version (not 2010, the one after); hopefully one or two of them will make it in and I’ll have improved the development eco-system just a little bit.

But in general I’m still struggling with the long commutes to Dundee, and the limited amount of time in the evenings to be productive. So on that rather downbeat note, I shall finish up, and place a tick in the entry on my task list for “Development Blog”. Hopefully future entries will be more avuncular and jolly. Wow, how long have I been waiting to use that adjective to describe myself… :-)

On the move

Posted in Tales from the grind-stone on March 8th, 2010 by MrCranky

Aha! Just downloaded the WordPress app for iPhone, we shall see if writing blogs on the move lets me be more reliable with my posts. As I write this particular draft (lamenting the iPhone’s keypad) I’m on a bus on Princes St, moving between Microsoft at the East End and our own office at the West End. This afternoon I’ll be talking through our ideas for iPhone apps with Tim.

That’s right folks, we’re now all set up for iPhone development, MacBook, iPod Touch, iPhone, and a raft of ideas. As I’m swamped at the moment, Tim’s taking the lead on all this, and our first project will be a small productivity app that he came up with. More details and screenshots as we get closer to completion…


Email: info@blackcompanystudios.co.uk
Black Company Studios Limited, 4/10 Sinclair Place, Edinburgh, EH11 1AG
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Last modified: August 03 2010.