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View Full Version : State of the Game: 09/06/05


Cogburn
09-06-2005, 04:37 PM
This project is 30 days old, so I figured it was time to summarize what we've accomplished, where we are, and where we have left to go.

We have created 3 seperate teams, with seperate "social" structure and outlook, and assign them specific technologies that will dictate overall tactics.

We all have a good understanding of PlanetSide mechanics, and we have put that knowledge and experience to use by refining those ideas and making them our own.* Most notable are "Progressive Hacking" and the operation of medics "reviving" players.

We've discussed the balance of infantry versus vehicles and had a really fantastic discussion about Damage-Over-Time versus Time-To-Kill.* A lot of good ideas for game dynamics were born from that thread, and I believe addresses many of the perceived imbalances in PlanetSide.

We've chosen a working title for the game, "Versus: Conflict Defines Existance".* Based on all the ideas posted, we've settled on a basic plot line that is well defined from a development standpoint, yet open enough to allow our imaginations to create the fiction of the universe as we go along.* I'll offer up the final plot in the next few days once our "industry" friends have torn it apart. :)

Speaking of industry friends, I've been contacted by two additional non-PlanetSide related gaming industry veterans that have offered assistance.* To be honest, I know what we've got here and I'm not sharing it with anyone that I don't know and trust.* What it does verify, yet again, is that our idea is a winner and we need to keep plodding along.

Once we get some more solid concept art for player armors and some vehicles, we'll begin the creation of our own website for this project.* It's JUST ABOUT mature enough to stand on its own, but I'd like a little more "flash" before MarkovForums.com officially gives birth to its child.

So that's what we've done... Here's where we are.

Now that the "oh and ah" of this project is wearing off, the grind begins.* We have enough solid, thought-out ideas to construct the design document.* As I've stated earlier, the design doc is the Holy Bible of any game.* It spells out, in sometimes laborious detail, how the game operates and behaves so that the development team has a unified plan of attack to work from.* Each dev team member well use the design document as inspiration and a source of guidance.

That bring up another point.* The Dev Team.* Team members will come directly from submissions in these forums.* Members will be chosen based on our project needs and that person's demonstrated ability to deliver quality work in that particular area.* Don't go getting all bent out of shape if we don't tap you on the shoulder.* We will STILL be taking submissions for art, audio, and ideas throughout the ENTIRE process.* We will STILL need you.* What being "on the team" means is that you are now dedicating yourself to this project for the long haul and agree to consider your obligations to this project the same as you would any other professional responsibility.* I take this seriously and I expect anyone wishing to be a Team member to do the same.* The design document will dictate what skills are required to complete this game, and members will be selected based on that.* A list of unfilled positions will be posted and those of you who would be interested in any of those positions may certainly apply.

Ok... So that's where we are....* *What's next?

For us, the next step is, as I've said about three times over now, the design document.* We MUST get our plan together before we begin to build our house.* Unfortunately because our idea is SO attractive, this cannot be a public discussion.* Portions of the design doc will be posted weekly for community discussion and review, especially on points that we have not specifically discussed in a round-table format or when we just get stuck. :)* But for the most part, this will be a discussion relegated to PM's, instant messenger and email.

After that, the hard work begins.* We actually begin to craft the game as we have designed it.* The discussions will continue on concepts, features and artwork the whole time.* No idea is perfect and we will constantly be bouncing ideas back to you for review and comment.* We'll be tapping 50 people on the shoulder for alpha testing once we have something that can actually be tested.* Alpha means just that... Alpha.* If you've seen the Alpha Test screenshots of PlanetSide you'll know exactly how primitive an Alpha is compared to the actual game. :)* The first Alpha tests will be very rigid affairs requiring all participants to be on TeamSpeak.*

If everyone who as offered to help (including Tacticz and his crew) follows through we should have a Tech Test Alpha version by March 2006.

Go ahead... read that line again.* Six months from now we should have SOMETHING that users can play and illustrate our basic ideas.* There it is... I said it.* We have a helluva lotta work to do in order to meet this goal but I think it is both amibitious and attainable.

So there it is.* Let's get to it.

EVILPIG
09-06-2005, 05:20 PM
W00T

Aftiel
09-06-2005, 05:33 PM
W00T


Indeed.

MasterCalaelen
09-06-2005, 07:39 PM
Sweet man!

I'm applying for the position of the DanB of Versus! ;D

shutdownabort
09-06-2005, 07:56 PM
w00t

YourBestIsMyWorst
09-06-2005, 10:37 PM
One area that I haven't seen discussed here yet...

QA (Quality Assurance)

Has any thought been given to the QA aspect of this project? Things such as:

- Creating test cases, and the tool to track them and the results (Mercury Test Director, etc)...

- Defect (bug) tracking, including assignment, prioritization (cosmetic, minor, major, critical, etc), resolution, the tool used to track them (Clear Quest, etc), bugfix testing...

- Various kinds of testing, such as: smoke tests, integration tests, regression tests (an area that infuriated me about Planetside, things that were working suddenly broke due to lack of good regression testing), edge case tests, etc. Don't forget about interoperability testing and making sure the application works with the scope of hardware it's being designed for (CPUs, memory sizes, NIC cards, video cards, sound cards, etc)...

- Documentation, including the document control tool to track and store it. Also, deciding what documentation is internal (for intra-company use) and which is external (viewed by the end customer, may be based on internal docs but needs to be rewritten)...

- Error injection, including helping to design any hooks or APIs the software should have to inject error conditions for testing...

- Readable debug output, meaning debug output that's readable to any QA testers. One thing I found in a former QA job was some of the debug output was so damn cryptic that QA couldn't make sense of it, so a lot of the defects went right to engineering/development to research, which wasted a lot of engineering cycles...

This list is by no means complete, it's just stuff off the top of my head I remember from a QA job I had.

I just wanted to make sure the QA aspect didn't get forgotten about, as with this kind of software project, it will be very important.

- YourBestIsMyWorst

Celk
09-06-2005, 10:51 PM
sounds good :)

Cogburn
09-07-2005, 01:15 AM
One area that I haven't seen discussed here yet...

QA (Quality Assurance)

Has any thought been given to the QA aspect of this project?* Things such as:

- Creating test cases, and the tool to track them and the results (Mercury Test Director, etc)...

- Defect (bug) tracking, including assignment, prioritization (cosmetic, minor, major, critical, etc), resolution, the tool used to track them (Clear Quest, etc), bugfix testing...

- Various kinds of testing, such as: smoke tests, integration tests, regression tests (an area that infuriated me about Planetside, things that were working suddenly broke due to lack of good regression testing), edge case tests, etc.* Don't forget about interoperability testing and making sure the application works with the scope of hardware it's being designed for (CPUs, memory sizes, NIC cards, video cards, sound cards, etc)...

- Documentation, including the document control tool to track and store it.* Also, deciding what documentation is internal (for intra-company use) and which is external (viewed by the end customer, may be based on internal docs but needs to be rewritten)...

- Error injection, including helping to design any hooks or APIs the software should have to inject error conditions for testing...

- Readable debug output, meaning debug output that's readable to any QA testers.* One thing I found in a former QA job was some of the debug output was so damn cryptic that QA couldn't make sense of it, so a lot of the defects went right to engineering/development to research, which wasted a lot of engineering cycles...

This list is by no means complete, it's just stuff off the top of my head I remember from a QA job I had.

I just wanted to make sure the QA aspect didn't get forgotten about, as with this kind of software project, it will be very important.

- YourBestIsMyWorst


Excellent questions. ;)

Your QA lifecycle seems to be born more from a production type environment, though much of it is still applicable to our single project. That being said, the Tech Alpha is designed to do the majority of the above. It is meant to get the software into a wide variety of situations and environments. Infrastructure will be setup so that users may report bugs as they see them, as well as for the team to give feedback when such errors are squashed. I've been looking at integrating something like FlySpray (http://bugs.noreply.org/flyspray/index.php?tasks=all&project=0) directly into the client, so any bugs submitted would go directly into the development queue. Registered players will be allowed to then view the status of any bug they have submitted.

Honestly, we do not have the resources for a QA "department". What we will do is have one person that is in charge of collating QA data. What will we do for QA testers? Why, that's you of course. As the project solidifies and becomes more stable, more people will be added to the Alpha Test Team. This team will be "lead" by our QA Leader.

Luckily, there are literally thousands of people currently developing with this engine. A lot of the basic QA that goes with major software design we will avoid. Don't forget: using an established gaming engine as the basis for our project has cut no less than 2 years off of our project. If anything does turn up that is engine related (and not related to one of our modifications to it), I will pass it off to the Torque Development Team for analysis... That is, afterall, what I paid them for. :)

Since you already seem to have some QA expereince, I'll keep you in mind. :)

Hawkeye
09-07-2005, 06:46 AM
Sounds good.

Zane
09-07-2005, 08:26 PM
Sweet man!

I'm applying for the position of the DanB of Versus! ;D


Yes, but do you have uber 1337 h4x0rz asshole skills?

Str8Dumpin | SMF
09-09-2005, 05:27 AM
tap me on the shoulder in 6 months :D

Iceonix
09-09-2005, 06:45 AM
Hmmm,. So I must prove my worthiness to Cog in order to be "official"...

*runs off to find kneepads*

Cogburn
09-09-2005, 06:50 AM
Hmmm,.* So I must prove my worthiness to Cog in order to be "official"...

*runs off to find kneepads*


Hope you can take your teeth out too :)

HotrodHG
09-17-2005, 08:39 PM
* W00T

roundeye
09-18-2005, 06:11 AM
Looking great guys. Keep up the good work.

RebelCommander
09-22-2005, 11:06 AM
Once again, Cog. I'd like to be one of the Advertising guys. It's really the only thing I can offer. But I'll sell the shit like it's a fuckin porno at a seminary.

aWarlikeDonkey
09-23-2005, 11:23 PM
tell me if ya need something ill help. now just wondering whats this thing gonna cost if anything ?

Gicod
09-24-2005, 12:36 AM
Heh, other than oh....remodeling your office, I have no talent for anything to contribute...LOL

But, bet yer sweet ass I'll be playing it....and sucking just as badly there too :)

Aftiel
09-24-2005, 01:34 AM
Heh, other than oh....remodeling your office, I have no talent for anything to contribute...LOL

But, bet yer sweet ass I'll be playing it....and sucking just as badly there too :)


Well if you're playing that's what like 6 subs right there? :P

Gicod
09-28-2005, 02:19 PM
Yeah Aft, pretty much. My friends refer to me as the crack dealer of gaming because they all tend to follow me to whatever Im playing and get them hooked on it too. I did better with UO and DAoC than I did with Planetside though.

In UO I think I brought about 15 people in, DAoC about the same. In PS I only managed to bring in 9 people, but 7 of them still have active subs. I could do teh same with Versus :)

Marissa
09-30-2005, 06:05 AM
I'm not a big brouser type, so forgive me if this has been addressed before and all, but why 3 teams? Hell, I know for a fact just about everyone here has mentioned at least once in chat/forums that PS would be sucha better game w/out the VS. Granted, just about all of you hate us VS'ers for various reasons that dont need to be documented here, but since thats often a topic of discussion through tells-posting and what not why are you guys headed down the same road?

Just a general question I'm sure you've debated as well. And, while on the topic why 3 and not say 2 or 4, 5?

ftl
09-30-2005, 05:27 PM
If you need any extra help with coding hit me up and I will gladly donate my time to help out.

Aftiel
09-30-2005, 06:41 PM
I'm not a big brouser type, so forgive me if this has been addressed before and all, but why 3 teams? Hell, I know for a fact just about everyone here has mentioned at least once in chat/forums that PS would be sucha better game w/out the VS. Granted, just about all of you hate us VS'ers for various reasons that dont need to be documented here, but since thats often a topic of discussion through tells-posting and what not why are you guys headed down the same road?

Just a general question I'm sure you've debated as well. And, while on the topic why 3 and not say 2 or 4, 5?


2 Empires means that once one Empire starts winning it pretty much can't be stopped. Stalemates don't break. Etc. 3 Empires keeps things moving. If you did 4/5 that's an entire new empire (or two) to balance against the previous 3, design weapons for, design models for, etc. Plus you either need to increase poplocks or you end up with less per Empire per cont which makes things feel "smaller".

ftl shoot Cogburn a PM over on the Versus site/forums.

Neoki
10-26-2005, 05:17 AM
I've done album covers and image work, I'm not a graphic artist that can do programming/artwork in one but I can do marketing arts like if the game went live or something and you want to sell it on shelves (That would make history btw) I can do that sorta stuff real well, lemme know.

-Neoki

Dredboss
10-27-2005, 01:58 AM
Please note that the versus forums have moved to versusthegame.com/forums/ (http://versusthegame.com/forums/)