Archive for the 'Tales from the grind-stone' Category

Busy February

Posted in Links from the In-tar-web, Tales from the grind-stone on March 3rd, 2008 by MrCranky

Apologies for the brief hiatus from posting – what can I say other than that there haven’t been enough days in the week to do all the stuff I need to do as well as blogging. While it’s nice that we’re busy with stuff, I could do with getting my weekends back. And on that note we have good news – a third employee! More about them when they actually start next week. Anyway, they should be able to take the load off me a bit, and we can get back to sensible working weeks and take care of all the other things that mount up when you are busy with development work.

I’ve gotten clearance from our two clients to post a bit more about who they are and what we’re doing with them, which is good! It should free us up to mention things a bit more, and I don’t have to be so close-mouthed here about the stuff we’re working on. More about that later this week, although I won’t be posting straight away as I want to pass our initial posts by the clients to make sure they’re happy with what I write.

It seems there’s been a bunch of incoming links from associates in the games industry who also have blogs. Rather than simply regurgitate the original post from Bruce On Games, I’d like to take some time and give a little review of each out-going link and give them each their own post. In the meantime, they’re all in the right-hand sidebar, if you’d like to visit them before I write about them.

[Huggles web server]

Posted in Random Stuff, Tales from the grind-stone on February 9th, 2008 by MrCranky

And we’re back! By which I assume that the scheduled down-time while our server was migrated to another data centre has been completed without a hitch. I did intend to post here that it was going to happen, but it did in fact catch me by surprise because I thought it was supposed to be last Friday.

My only real mistake was to start reading some of the comments on the Dreamhost status blog regarding the move. Despite the fact that they were open and up front about the move – giving warning on the status page as well as by email more than 2 weeks in advance, they are still customers who feel free to bitch and moan in a most personal and horrific way. Seriously – this sort of stuff really makes me sad to see the sort of attitudes people have these days. Nowhere in the Dreamhost sales pitch does it imply that your 8 USD a month was somehow buying you a service that would be up for absolutely 100% of the time, and yet these folk think that even the best handled server downtime is grounds for some personal abuse. If I were running Dreamhost, I wouldn’t hesitate to respond to any of those “this is unacceptable” comments with “Oh I’m sorry, here’s a refund for the rest of your service, don’t let the door hit you in the arse on the way out”.

Anyway, trust in Dreamhost’s tech staff aside, my paranoia has been in high overdrive recently, so I had taken this opportunity to double check that our nightly backup procedure was working properly – and I was pleased to find it had. Which means that, should Dreamhost fall over at a critical juncture, we can fall back on our local mirror of the server and only lose work done since the previous night. Not that I’m expecting DH to fall over – they seem to have gotten on top of their random downtime issues, and since I’ve been tracking it with an external tool we’ve only been off-line for 4 hours out of the last 6 months, and no more than 2 hours in a single outage. Why don’t we just host our work locally and use an off-site backup? Well, we do a lot of collaboration with other client, and upstream bandwidth from the office is rather precious. That and the fact that Dreamhost already have quite a few mechanisms in place to restore connection and hardware problems, so they’re probably far more reliable than our local server machines anyway.

Of course, even that’s not enough for us, paranoia wise – not only do we have the primary copies in a well maintained place off site, and secondary copies in the office, we also keep physical (DVD) copies of the repositories in yet another location. Of course the first two are all automated, but the third requires me to actually go over and poke the office server to make a DVD and take it away with me. Unfortunately my attempts to train the local squirrels to do automate the process for me have been unsuccessful, but I have high hopes…

Morning of the walking dead

Posted in Industry Rants, Links from the In-tar-web, Tales from the grind-stone on January 28th, 2008 by MrCranky

Or so it feels – I can barely keep my eyes open. A combination of a very long couple of weeks and a cat who my girlfriend has somehow trained into believing that scratching on our bedroom door from 3:30 am onwards is a good way to get food has left me more than a bit bleary. And today was the day that I was supposed to try out some decaffeinated filter coffee in the machine. Yes, I realise it’s breaking the cardinal rule of programming, but I can’t seem to get the balance right between coffee that’s so strong it makes my teeth jump by mid-afternoon and weak watery rubbish that tastes of nothing. Anyway, I just can’t see that happening, so it’ll be the regular coffee today, at least until I can perk up a bit.

We kick off on the second of our work for hire jobs this morning, so now we are splitting our time between jobs. Not many details to share as yet because I haven’t cleared it with our clients, but I hope to rectify that soon and have something to say here about it. Still not heard back from our licensed developer application yet, but I’m putting that down to applying over the holiday season introducing an extra delay. Admittedly, we’d have little time to do any solid work on it right now, but I’m hoping that things will settle into a more forgiving routine soon.

Interesting piece here with quotes from Jon Hare (ex Sensible Software) that popped up in the Google Alerts for my name (yes I know, how vain is it to be searching for myself, but it throws up the ‘other’ Chris Chapman as well). Two major points I agree with:

1) the quality of programming has dropped with the move to larger teams; I think that is somewhat inevitable though, you just can’t sustain the same team dynamics that you get with less than a dozen team members. Personally I think the approach of scaling up not by having a larger team, but by using multiple small (<12) teams has merit. Of course, the ability to do that hinges on being able to break up the development effort into tangible pieces that can be tackled by the teams.

2) British developers are continually being forced to ‘globalise’ (i.e. Americanise) their products in order to try and maximise sales in the North American market. But to do that, I think we are selling ourselves short – not just in terms of making the most of the British sense of humour, but also the culture we have here. There are a lot of stories to be told, and game ideas which could only come from a British team – but I think they are being passed over because the publishers think that they won’t sell in the broader marketplace. I’m very hopeful that reduced barriers to market from downloadable content will help the balance shift back towards interesting titles (and not just be an excuse for more shovel-ware)

Working from home

Posted in Tales from the grind-stone on January 18th, 2008 by MrCranky

Pros:

  • 40 minutes saved walking to and from office = 40 minutes extra work time
  • Hot tasty food for lunch instead of just sandwiches
  • Can use break time to go out and do much needed food shopping

Cons:

  • Cats alternating between walking on my keyboard while I’m typing, and lying nearby looking grumpily at me because I’m not playing with and/or feeding them
  • Harder to concentrate (see point about cats)

Well, I think it’s about even on those. Never mind – back in the office tomorrow, so Bertie won’t starve to death in my absence. Working on a Saturday you say? Well that’s down to the sheer volume of work we’ve got on at the moment – the quiet time from before Christmas has been replaced by a deluge, and never one to shy from a bit of hard graft, I’m working a bit extra. I’m pretty confident we’ll settle back into a normal routine once both contracts are established, but for now it’s a little chaotic. Certainly I’m well aware of my previous rants about 9-5, Monday to Friday being the only sensible way to work, but at least temporarily I’m happy to push a little more if it means we deliver what the clients need.

Oh, and with regards to people who have emailed me lately about recruitment, I apologise for the delay in getting back to you, but paperwork has been somewhat shuffled to the back of the agenda. The situation will be rectified soon, I promise.

Brand New Year

Posted in Tales from the grind-stone on January 4th, 2008 by MrCranky

Hurrah – we survived another holiday season. No, not holiday season, that’s a bit too P.C. Christmas damn it! We survived another Christmas. It doesn’t just have to be for the Christians. It’s a holiday all about giving, receiving, and generally keeping the happy little consumer driven market afloat for another year. But I’m certainly not going to complain, as I came out of it with Super Mario Galaxy, Metroid 3 and Zelda – enough to keep me going for quite a while.

Regardless of how much Christmas is about buying of things these days, its still nice to see family, share a little happiness, and generally over-indulge a little. But once it (and the inevitable drinking too much on Hogmanay) are out of the way, I’m happy just to get back to some sort of routine. The new work that we were supposed to start before the holidays has finally kicked off, and we can get stuck in and get some solid stuff produced.

Work on our own technology has continued apace over the holidays though, and we’ve romped through the preliminary work we were doing to test out our engine. We’ll have to see how things balance out with external contracts, but I’m hopeful we won’t have to shelve our own work entirely, and can continue on prototyping our little game ideas to see what’s fun and where we can go with them.

Morning walks

Posted in Design Ideas, Tales from the grind-stone on December 3rd, 2007 by MrCranky

One of the good things about my new, doctor ordered, walk to the office in the morning is that it gives me 20 minutes or so of un-interrupted thinking time. I can’t do anything, no-one is asking me anything, so my mind is free to wander. This last week we’ve been brain-storming development ideas for our own games, finally. Engine and tools work is all very nice and satisfying, but without a clear end-goal, it’s not so productive.

So Pete and I had a proper idea generating session last week, and settled on a plan for making a small game as a first step. Well, second step really – as an intermediate step we’re making Pong, on the grounds that if the engine can do Pong, then it has all the components necessary to prototype game-play for our real first title.

The walk to work this morning though was about coming up with the concept for the real game though – we had some good game-play ideas, but nothing to tie them together into a game. I’m very much in favour of the few-short-paragraphs-of-exposition-then-into-the-game approach (think Super Mario Brothers), but we still need that exposition to give us something to focus the game style around. And a name for our protagonist always helps to coalesce ideas around as well.

Talking to the students

Posted in Industry Rants, Tales from the grind-stone on November 22nd, 2007 by MrCranky

So, since I didn’t have any pressing deadlines this week, I agreed to visit Paisley University and give a talk to the undergraduates there. Sorry, University of the West of Scotland:Paisley Campus (that’s soo got to bite them in the arse when it comes to their stationary). As an industry, I think we’ve somewhat dug ourselves into a hole in the past few years, by cutting back on hiring new people (and instead insisting on experience); now we’re facing a talent shortage, especially on the software side. We’ve seen the error of our ways now, and I see more adverts for graduates again, but that dry spell will no doubt have diminished our talent pool enough that it will take years to restore.

Nothing in the talk was particularly enlightening I’m sure, but I tried to impart a few of the things that you learn after your first years in the games industry: how to write a good CV, what it’s like working at smaller or larger companies, how to spot when your company’s about to go down the tubes. You know the sort of thing – stuff that no-one will tell you before you actually get your job, the sort of stuff you learn in the pub after work. I always remember talks from industry people when I was at Edinburgh, and they almost invariably had people saying “this is our company, look at how shiny it is, here’s our token recently hired graduate, listen to him tell you how shiny it is”. It was always about the potential for recruiting the graduates, and glossing over all the potential downsides.

So I tried to give a balanced view of the industry: a quick summation of the current state of the business, the potential likelihood that your employer will make you work unpaid overtime to ship the game, and the likelihood that the company folds while you’re still working there. Of course, I tried to stress the up-sides as well: the joy involved in making games, the rewards involved in shipping a title that people love. I hope it came out fairly balanced. Otherwise I must look like a bit of a numpty – why would I still be working in the games industry if the pros didn’t outweigh the cons?!

Anyway, if it didn’t come across in the talk, I’ll say it now – making games is great. It’s fun, it’s rewarding, and I find it hard to imagine how a job in the regular software industry would compare. Sure, there’s less money in games, but the non-monetary rewards are many.

Our pile of cards

Posted in Tales from the grind-stone on November 16th, 2007 by MrCranky

And so we finally wrapped up the latest work we’ve been doing for Add Knowledge yesterday, with a trip up to IC-CAVE at Abertay to drop off the PSP kits and an archive of the final software. Our Scrum board has been slowly shuffling cards over to the ‘done’ side, and now it’s all neat and tidy.

Job done!

Just in time for me to strip them all off and put them in a drawer. I should really look over our velocities and backlogs for the last part of the project, but for now I think it’s time to put it to one side. All in all we delivered what was asked for and on time, despite having to shuffle things around for a big demonstration in early October, so I think we can be satisfied with our recent efforts.

I think I’ll be spending the rest of the day making sure everything is tidied up after the deadline and that all the little bits of admin I’ve been putting off get done. Then, time for a relaxing weekend, and maybe some time finishing off Phoenix Wright 3.

Public Service Publishing seminar

Posted in Industry Rants, Tales from the grind-stone on November 1st, 2007 by MrCranky

Just back from Glasgow, after attending a seminar from OfCom about their Public Service Publishing work. Yes, I know, PSP. Confusing, and unwieldy to say the full version. Here’s hoping they change it before long. I’d suggest British Media Office, but that probably wouldn’t get past committee.

Anyway, the goal of the PSP is, as far as I can tell, to provide a vehicle for financing public service content, in the same manner that content like the BBC, ITV and C4 currently provide. I believe the remit goes something like “content that informs and entertains, and enriches our cultural heritage”.  The consensus is that the traditional TV broadcasters and producers are unsuited to finance new types of content, such as websites (interactive and regular) and games.

Of course, it is the games part that interests me. There is, I believe, huge scope for producing games which both inform and entertain. Specifically I object to the fact that we have to Americanise our games in order to target the largest possible audience. Even when set in fantastical or science fiction environments, we still get American voice actors to play our roles. Our children can readily identify many American cultural references, at the expense of our own. We don’t have fire-hydrants, our taxis are black, and our postal carriers drive red vans.

I think there are many games to be made that use British culture, settings and characters. Be that an adventure game based on Inspector Rebus, or a modification to a real-time strategy game to put it in a British historical setting. We invest much in British programming, for the education of our children or the entertainment of us all. For E.R. we have Casualty, for the Bold and the Beautiful we have Eastenders. But where is GTA: Liverchester? Okay, bad example.

Anyway, the seminar itself was informative, but not entirely heartening. The games industry moves very quickly. Project life-spans are measured in the order of months, not years – and I’m not convinced that the PSP would be able to move quickly enough to operate successfully in games. It was clear from the turn-out (a couple of dozen TV industry types, and only myself and someone from Realtime Worlds representing the games sector). Apparently in the London version of this seminar, games weren’t represented at all. And yet the shift in people’s habits, especially in the young, is clearly moving away from TV and towards games and the internet. While the PSP is a good step towards allowing new content creators access to public money to make worthwhile public content, it still feels like the traditional TV producers, who have little to no games experience (and I’d venture ability) are lining themselves up to be the ones to continue to recieve that public funding.

OfCom are still in the process of a ‘review’ stage that is feeling out the remit of the PSP, and from talk at the seminar, is more than a year away from even really getting going. With the rate at which technology is developing and public attitudes towards how they use media are changing, I can’t help but think that this is moving too slowly.

So in summary, I think the PSP is a laudable idea, but it needs to stop worrying about the bickering about what exactly the PSP should do (primarily by TV producers and broadcasters who feel their financing is being threatened), and get down and dirty and actually get to encouraging more public ‘new media’ content. Whether that be by financing, or simply by facilitating existing projects, whatever – as long as what they do results in publicly valuable content being produced that otherwise would not have been. Getting mired in an extended ‘consultation period’ where people argue back and forth is not only inefficient, it may mean that any action they take is just too late, and the free market will have replaced valuable public service content with commercialised pap (Beauty and the Geek anyone?), and may never get the public’s attention back.

Speaking strictly from a games industry point of view – unless the PSP is a responsive and fast moving entity, it will never be able to engage the help of the dedicated games sector, and may find itself quickly outpaced. That would relegate public service games to being second rate, pale imitations of their commercial counterparts, and so never gain the attention of the public they are supposed to serve.

Cat-sitting

Posted in Tales from the grind-stone on October 29th, 2007 by MrCranky

Almost a month without posting – that’s very bad of me. We’ve been going all out to meet varying deadlines for Add Knowledge – most notably some demonstrations to senior politicians to enthuse them about the project. All has seemingly gone well, but not without a serious amount of effort for all concerned! Hopefully we’ll start to see some movement on the project proper soon as a result. We seem to have tamed the worst of the PSP, and although the debugger we’re using is horrible, it’s not been too traumatic to get our previous work converted over to the PSP and add some more features.

We’ve also been in the new office for a month now as well – it’s working out better than I had hoped. I was pretty productive working from home before, but something about being in an office environment focuses the mind somewhat, which is good. Having a space where Pete and I can collaborate when he’s working on our stuff is a good thing too. I’m determined to get a white-board soon though, as it’s really hard to communicate structure concepts when you’re drawing on paper or post-its.

Anyway, today I came back early, as I have two new cats that I went to pick up today. Lots of mewling and meowing, but they’ve settled quickly in the flat. Cats seem to be scarily good at making themselves at home wherever they feel like, so hopefully they’ll not mind too much when I leave them on their own tomorrow. Breakables hidden away in drawers first I think though.


Email: info@blackcompanystudios.co.uk
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Last modified: February 06 2020.