Wednesday, September 30, 2009

Pair Programming

Hey all,

Tenseiga sent me a link to an interesting article: http://gamecareerguide.com/features/760/a_day_in_the_life_three_slices_of_.php?page=2. Unfortunately, i'm a programmer who doesn't really know much about the artists or designers daily work routine so i can't comment on those but i thought the programmer part of the article was very cool.

Apart from, what sounded like, the best lunch, i really liked the idea of sitting down and working in pairs. I've had experience in this style of working at my previous company. A colleague would come and ask for some help, sometimes he was just too tired to see the error but most of the time it took some time to solve. We used to work together on these issues and not only did we fix that particular error but we often found other areas of the code which could be changed to work more efficiently. Sometimes we'd argue about what was the right coding practice for a particular if statement. Another thing is that pair programming is a really good way of bursting ones ego, thus it is a good way of making my code into our code (again a big issue at my previous company).

I really think that this style of working should be used in more games companies, especially when it comes to teaching freshmen how to code for a living. When i joined my previous company, i was told to look into documents and once i had done that, start fixing bugs (I was put on a porting project, which in my opinion should be given to experienced/senior programmers). There were so many questions going through my head and since there were no senior or technical programmers at the company i just sat and tried to figure out what the other programmers did. What i soon found was that there was no methodological process to coding, there was no coding standards set by the company, no guidance at all and worst of all the internet was available through one laptop shared by the whole programming department.

Okay, so there were quite a few other problems at my last company but if i had been told to work with another programmer then the transition from student to employee would have been better, and maybe i'd still be working there.

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Tuesday, September 22, 2009

Yellow fever

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Monday, September 21, 2009

Games Dev - My Desk

In the next couple/few weeks/months i plan to write a little about what i think makes a good games development studio. This is 100% my own opinion so i hope to have some nice/bad comments on how you agree/disagree with me. I'll try my best to keep all these opinions fresh and not contradicting each other. Also, i'll be randomly writing about whatever i can think up at the time of writing... i'm a programmer :P.

Today i'll start the series by talking about the work environment.

The location of the studio is very important. I feel that a nice quiet, clean town (which isn't too far from a major city or has good transport routes to a major city) is the best place to setup base. You'll probably find that the rent is pretty cheap and that the only people who are going to bother you are old people who walk too slowly.

The layout of the office is probably one of the most important things about the work environment. If there are multiple projects going on then the teams should be grouped together and within the teams the groups should be split up into an artist area, programmer area and designer area. The leads, seniors and management shouldn't sit in there own cubicles, they should always be interacting with the minions and keeping up to date with what's going on, otherwise there won't be a good relationship between the masters and minions and so an awesome game will not be made. Also the layout of the actual desks is very important. I hate it when organisations shove as many desks into the office, stop being cheap! Maybe a circular formation would work. Between the different team sections, there should be lots of space for comfortable seating (bean bags) so that people can discuss, share ideas, argue, sleep and play games through out the day. There should be enough room to make your desk personal. Adding figures, random models made out of office equipment and posters really help.

There should be plenty of light. Did you know that by opening the curtains and letting in as much light during the day will save on the electricity bill?! Not only is it good for the pocket but it's environmentally friendly. For some reason, a nicely lit office space helps people stay awake and keep focused.

Don't fuck around with stupid colours. Nice light and warm colours, like white and peach, are good. Plus the posters of beautiful women and great games stand out.

Add plants! It's not homosexual or anything else related to inserting objects in wrong holes. I used to have a pepper plant, it was great! I had to get some pollen from another pepper plant to pollinate my pepper plant; peppers grew! It probably also helps keep the office smell fresh and look clean; comes in handy when girls come to the office.

Have a nice canteen or lunch room. If there's no canteen, then it's probably a better idea to let the guys and gals eat wherever they like. That way they don't miss out on the gaming tournaments during lunch time.

Hmmmm, a good start me thinks, there's a lot more things that can benefit the work environment though. Write your suggestions down in the comments and let the world see!

Friday, September 18, 2009

From what seemed like another life..

Working changes things, we all know that. Working in game development probably changes a lot more. The last few days i had a few strange things happen to me that helped me remember how different the life before i joined the hellish work place was. The day before i got home around 2:30 which was something that was beyond unusual. The only other time i got home around that time was when i had to attend a wedding at my last job. Now, as i walked to wards what was my home for the last 24 years I looked up. It had been raining off and on the last few days, but this particular day the sun was crisp as a cucumber, shining through the trees, creating perfect volumetric light and god rays against the dust of my small neighbourhood. It was kind of surreal that i realised i hadn't actually seen my house like this in years and was gripped by the urge to take a picture. Not only would i have looked stupid taking it, but it wouldn't have captured the essence of what i felt anyway. The only reason i did manage to get home so early was because the powers that be decreed that i did not need to stay anymore, considering i had spent the last night working. Truth be told they expected/told us to stay.
The work scenario repeats itself again. Only this time i had the good fortune to have a book with me (Princess, recommended, but not for the faint hearted). However this time i left later, around 4. As things would have it i hadn't slept in 36 hours and on my way back i got caught in a severe traffic jam. Luckily i had the rare luxury of a place to rest my derriere and read my book peacefully. A short while later i realised this was the first traffic jam i had been in in at least a year, in mumbai no less. However i was not inclined to walk inspite of the bus moving no more than 50ft in the last half an hour. However the gentleman (and i use the term very loosely) beside me released a scent, from an which orifice of his anatomy i cannot fathom, caused me to reconsider my resolve to read my little book till i got home even if it took an hour longer. Not that i was a bed of roses myself, as mentioned i had been at work for 36 hours. So i got away and walked until i was clear of traffic to take an autorickshaw home.

Life... Sucks.

The land and I are one.
tenseiga.

Saturday, September 5, 2009

The inconvenient truth

While I was busy typing my last post, Hank changed the blog's theme and now the background is some obnoxious shade of green. Have to get it changed before someone sues us for intentionally causing blindness.

Have been playing a lot of games lately. However most of them have been old titles. One game which I would like to talk about is "S.T.A.L.K.E.R.: Shadow of Chernobyl". It is a post apocalyptic first person shooter with some RPG elements. Sort of a dumbed down, highly unpolished cross between Fallout 3 and Black (PS2 and XBox) with lame ass quests and 9487372 bugs. I've been playing this game for a few hours now, and I haven't been able to clearly understand the plot, which is presented through notes and messages on the protagonist's PDA and of course, in game conversations. Most of the game's dialogue, apart from random comments in russian and some spoken dialogue by the game's few main characters, is presented solely through written text. Though someone like me, who has completed planescape torment several times, can live with it, most new age gamers (including new age RPG gamers) might find this a little annoying. Especially if you take into consideration the length of a few conversations.

There are plenty of gameplay bugs as well, first one being insane difficulty of the first few gun fights. Shooting is hardly any fun. And even the haunting atmosphere created during the night by piercing howls of mutated dogs is marred by recurring audio bugs. Many a time you will find yourself frantically looking for a dog who growled right behind your back, only to spot it some 100 feet away. And by the time you realise this, some bandit might've already punctured your torso.

Don't get me wrong, I am not saying that this is a bad game. Just that it is a highly unpolished game which had the potential to be a 9/10 title. I guess this is where a lot of game developers and publishers go wrong. They kind of get used to the shortcomings in their games during the course of development and either stop noticing it or label them as insignificant. And towards the end of production cycle, it is usually too late to iron all these quirks out. Especially gameplay bugs. Publishers are a bitch when it comes to extending a deadline.

I just hope we can somehow take a more sensible approach by identifying most of these game destroying issues during development time and not have to deal with millions of bugs post testing.

Last... as usual

It's 2:30 AM, and Hank finally convinced me to write my first post on this blog.

We happen to be video game developers in a country where the only games most of the self confessed hardcore gamers have played post the NES (aka media and samurai) era are GTA, Need for Speed and counter strike. Therefore, both the games industry and gaming in general is hardly talked about. Hopefully that will change in the near future. We hope to share insights and recent developments in this industry on a regular basis. That is if Tenseiga is not too busy playing DOTA or getting his rangers slaughtered in company of heroes and Hank isn't too busy fixing shadows or coming up with conspiracy theories. ;)

ciao,
div

Friday, September 4, 2009

Its my turn now!

You would probably be surprised to hear that all games are turn based in some form or the other. Even the ones that say they are 'real time' really at the end of the day are turn based. The code ploughs through everything that it needs to plough through, asking everything that needs to be asked what it wants to do, what it wants to do. Seeing as code cannot ask more than one thing at the same time you could say each time it does its little update it could be a turn. Why bring up such boring detail when you could be beating down a hooker without knowing? Well mostly because of the question of whether or not one could view life in the same way. Life being a series of infinitely small turns, the universe continuously polling us, as we make our moves, as we roll cosmic dice to try to get a girl to go out with you (watch out, critical miss = kick in the beans).

Which brings us to the title of the blog. Why turn based stupidity? I don't really know. Maybe the prospect of idiots going "you be stupid, i be stupid, you be stupid..." into an infinity of initiative rolling would make worthy blog material. Sadly it probably would not and at this point of time it is simply a cute name to start a gaming, game development and ... whatever blog. I do hope you will find here all manner of useless trash posted by the three of us to be whatever it is that will cause you to leave a comment/become a follower and hence shed some awsomeness into our sleep deprived lives.
This is tenseiga,
There is no distance between us.

Tuesday, September 1, 2009

I am a General!



So, here i am. One of the first to write a blog. Actually i am the first blog poster. YEAH!

My name is Ankur Agarwal, my nickname is Hank and i'm currently living in India. I'm a programmer working in one of the "many" games companies in India. It's a tough life, especially if you work in the games industry :P I'm also working on a game at home.