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Istvan's Update:
Two and a Half Weeks

We asked Istvan if he'd be willing to keep a brief journal for a while -- to give Jumpgate enthusiasts a different view of the development process.  The following tracks about two and a half weeks of Istvan's work-life . . .

Wednesday: 1300
   Quiet day, as Hermann and Scorch are in Seattle for the ION conference. Chatted with Kirk for a while shortly after I got to the office, about concepts for the group of four Solrain sectors we're working on for our current vertical slice. The art team is doing just fantastic stuff, and there are also great ideas coming in from Keith Baker, our contract writer. I reminded Kirk to also think in terms of repurposing assets for PvP. He's got a concept for a simple sentry gun emplacement that I think would also work well as a low-end unit for squads to build to help claim and defend areas. Minor change of pace; the corvette asset Kirk worked up the other week, which I thought was so cool, has been set aside in favor of a capital ship on-station by one of the border gates in the zone. I'm not too disappointed, though. We'll just use that corvette later, when we work on tech to handle mobile turreted AI assets.

    In terms of general development, Striker is busy coding the auction/market system. Erm is working on the mission generator, Ohm and Nikaji are doing different things for AI, and McBracket is nearly done building an asset streamer to eliminate load times. JRocket, our newest artist, is modeling some new asteroid variations, and RoGLaRiCoN, the art lead, is almost finished with texturing our first try at a Solrain capital ship. NeoSpider is doing the first pass at what will become the licensing system, and I'm trying my hand at a new UI for building interaction. It's slow going for me, since I've hardly done any UI work in JGE and am just learning the tools, but it's so much less painful than it used to be working on the JGC UI!

Wednesday: 1630
   Checked in the preliminary UI asset and functional code framework; the thing doesn't do much now, but I and others will be building on it continually over upcoming days and weeks. By release, or even beta, it will probably look nothing like what I've been messing with for the last couple of days. But right now, it's the start of a working widget.

    Daily 10-minute scrum meeting due in half an hour.

Wednesday: 1730
    After the meeting, I went by the breakroom to get dinner from the fridge. Heard the sounds of a half-court basketball game from the rec room, and as usual someone from another team was playing GTA4 on the company PS3, with a small audience. As I walked by their area, the web games group was having some kind of big pow-wow around one of their artists' desks, but I resisted the impulse to join the productivity vortex in order to maintain objectivity for any future testing they might need.

    Kissed off helping with map design work in the new area tonight since the art team is actively switching things around. Maybe when things settle I'll make myself useful in design again, but I'll stick to my UI work for now.

Wednesday: 2045
   After getting some pointers from Nikaji, made substantial progress on the building UI asset. Tons left to do on it, even just duplicating the JGC-level base functionality that's my mandate for the current sprint.

Thursday: 0930
    Back to the code supporting the new UI element for buildings this morning. Need to write a callback handler and make some preliminary crap I threw in last night cleaner and more efficient.

Thursday: 1250
    Interrupted by an unexpected JGC outage, which vorlon31 mailed me about around 1045. Right after that I noticed the JGE official site was down, so I passed that to NetDevil IT to deal with.

    Managed to do just one or two test runs of my code before our concept artist, Kirk, stopped by to talk about ship progression plans. He was trying to determine where he needed to focus his effort in the zone of content we are building up. Just as we were wrapping up, Hermann appeared online in the Integration server, so I briefed him on what I knew about what everyone was working on in return for some goods on the Seattle conference. Interruptions are a fact of life.

    Somewhere I can hear Awen interviewing some other teammates for a dev diary she's working on. I'd better get lunch.

Thursday: 1335
    Walked into the breakroom at the right time and scored an excellent sub sandwich as leftover from some other team's group meeting with visiting dignitaries. While chowing down on that at my desk, made some data changes in the ship database to support the plan Kirk and I made earlier. Really need to get back to the UI if I'm going complete my goals; sprint ends tomorrow.

Thursday: 1345
    Verified the DB changes have taken properly in the current build on integration. Awen says she needs to talk to me for the article she's doing, too; never going to get my code done at this rate.

Thursday: 1440
    OK, back on the code. Bummer that I guess my answers made Awen decide she'd better do a different topic for her article.

Thursday: 1845
    Just checked in the functional UI. Not pretty, but functional. The UI now responds to the motion of the player's ship, and can trigger the original building operation code properly. If I have time, I'll move text data that appears elsewhere into this UI, but my main goal of getting factories and refineries working via an inflight Flash interface is done.

    The routine meeting at 1700 held no surprises; everyone's just pressing ahead with their assignments. Erm has made big progress on the mission system, and apparently a tool for building spawnpoints in the map editor is just about ready for testing. When that's operational I'll have a lot of design work on my plate.

    Looks like I can head home for dinner, a little bit late.

Friday: 0930
    Beat Hermann into the office, so I don't know yet whether we're giving a post-sprint demo this afternoon. Awen's here already and cheery as usual. I'm going to start seeing what enhancements I can add to the building UI before my priorities get rearranged with the next sprint.

Friday: 0955
    RoGLaRiCoN has the new cap ship asset in-game. Glorious. And it's only a "first try". Probably when the art team works on the next ones they'll be even nicer. Now we have to catch up on the tech side so the turrets work and these things can move around. The list of things to do is unending.

Friday: 1100
    Scorch and Hermann have seen the new cap ship. Most of the team is now in the office and various enthusiastic conversations have been happening among the team about the sweet capital ship asset, adapting battlestation gameplay for it, and priorities we need to cover for the next sprint. As is common, the great new asset by the art team has excited the whole team and we're really motivated about what we're doing again. It's a great feeling.

    We've heard a little bit about the ION conference, mostly that when Hermann was giving demos the spontaneous reactions of passers-by were hugely positive. Apparently somebody even mistook JGE for the big EVE DX10 graphics update, which should make our three-man art team and our graphics programmers feel pretty good.

    Looks like no demo today, though. We haven't done enough to make it worthwhile.

Friday: 1200
    Resisted the powerful urge to join a few teammates who went to my favorite Mexican restaurant for lunch. I want to get some stuff done, and besides my wife would kill me if I went without her. We love that place.

Friday: 1430
    Enhancements on the UI I wanted to get in are done! Took a walk around the building to reward myself and watched the JGE ping-pong duo of Erm and RoGLaRiCoN thrash two of the LEGO team members in a doubles match. Now I've got to decide whether to look at some AI loadouts for the zone we're working on, or to just do the boring cleanup task of wiping out the traces of the older UI I just replaced. Need to keep in mind I need to wrap up and go home on time tonight.

Friday: 1545
    Well, my decision was made because Scorch came by and we couldn't get him to shut up about how much he wants the AI stuff done so we can playtest. So since Nikaji has checked in the spawnpoint tools, I'm tackling some design work, and will probably continue that into the next sprint. Might have to work a bit late after all. At least there's no scrum meeting planned today.

Friday: 2000
    Called home around 1700 to explain I wasn't going to be home for dinner again. Pressed forward with the map editing and found some issues with the new tool's capabilities. Going to also have to coordinate with the art team next week in order to figure out what they were doing in terms of the overall layout. I'm testing a few more things but it looks like I may as well wrap up and go home.

Monday: 1230
    Discussed my priorities with Hermann for the new sprint. Ran into a bug with equipping mining lasers immediately upon starting some testing and began digging into that problem.

Monday: 1530
    NeoSpider let me know that he was also chasing the mining laser bug, and volunteered to carry the ball forward. I gladly relinquished that task and went back to planning out my design tasks for the sprint.

Monday: 1730
    Hm. No sprint meeting happening. Hermann's been either busy or away from his desk most of the afternoon. Got a bunch of new bot spawnpoints configured in one sector in the zone we're working on, so I'm changing tasks to make some equipment loadout lists we can test with. Might think about dinner, too.

Monday: 2010
    Made some good progress on loadout documentation. Packing it in for the night.

Tuesday: 1230
    My kid's cold hit me full force last night; not well-rested and I'm probably going to give up and go home within an hour or two. Will just move a few tasks forward and take some spreadsheets home to work there so I won't infect my teammates.


Week Two

Wednesday: 1300
    Still am miserable from the cold, but needed to come into the office for some peace and quiet to work. Wrote up a proposal for Keith Baker to review, as part of the design of the zone of Solrain space we're all working on polishing this sprint. Back to the spreadsheet work.

Wednesday: 1500
    Off the spreadsheet work for a little while to do a little QA and also get into the editor and make some adds to the sector I was designing Monday.

Wednesday: 1800
    Made some more headway on the spreadsheet material, and fixed a bug we found during QA time with building UI response that was based on the building collision handler. Under the weather enough that I'm going home early.

Thursday: 0900
    Back in, back to the spreadsheets. Awen is in early, doing some QA/evaluation for the team as we try to set up content for the zone we're all working on.

Thursday: 1015
    Had a discussion this morning with Hermann about early ship and equipment progression. He's recommending further simplifications, so that's what we're going to do in order to test out the results.

Thursday: 1300
    It's company movie day, first one in over a year. Occasionally Scorch takes the whole company out to see some summer blockbuster, which isn't cheap to do now that we're 80+ people instead of the 12 we were back when I was hired. Most of the team is taking the much-needed break to see Indy 4, but I'm blowing it off. Just way too much to do. Besides, with the cough I've got from my cold, I wouldn't be too popular in the theatre.

Thursday: 1630
    The crew is back from the movie, with mixed reviews. I got some massive data entry done while it's been quiet, including a full stats pass on all the guns available from Rank 1 - 12 as well as major changes to all the already-defined manufacturing recipes. We've redefined our cargo unit to eliminate fractional units across the board and that has had some cascading repercussions. Besides the spreadsheet work I also checked in a better fix to the building UI bug I worked on yesterday.

Thursday: 1815
    Got a stats pass done on powerplants for the Rank 10 ships and also had a good talk with several people including Kirk and Hermann about UI assets we really need to create or rework immediately. Sounds like we're going to have a dedicated UI artist joining us soon, which is good news for the team. The last hour has gotten away from me, so I need to head home for dinner.

Friday: 1115
    Have just spent a couple of hours in an email discussion with Awen and Hermann of the present state of the game economy tools, as well as working with JGC support and our webmaster to investigate a reported issue with the JGC billing system. I also quickly read over the latest interview on MMORPG about JGE, because I think it's very important to stay abreast of what we're saying publicly.

    A big event just happened quietly with a code checkin by NeoSpider. The commodity market UI in stations has been removed. This marks JGE's transition from a store-based economy to a market-based (and specifically, a player-made and -driven market) economy using the so-called "auction house" market system. Being a trader with most of my interest in the Jumpgate product based on its game economy, I find this a very significant event. The auction house's basic functionality is ready to go already, done by Striker these past few weeks. I need to learn how to use it.

Friday: 1700
    Combination of playtesting and database entries over the afternoon. I've got 12 new bugs or gameplay issues in handwritten notes that Hermann's going to be just thrilled to see when I transcribe them. Well, that's not as facetious as it sounds; finding and fixing this stuff fast is how we make the game better, and we're really doing our best to make something that will be considered great. Some of the equipment geared toward the rank 10 ships is now in the database and ready for use, though I still need to config some manufacturing buildings and place them.

Friday: 1745
    Spent a little time discussing the new license support code with NeoSpider; it's ready for design to mess with setting up some licenses that actually do gatekeeping for some in-game access. This is a step toward making level or rank less relevant, which is important to me, even though it will remain a factor in the game.

    Going to run an errand on the way home, so heading out for the weekend.

Tuesday: 1240
    Back from the three-day weekend. Two new hires arrived to join the team today. I haven't met them yet since this time of week I start my day late. Just finished digging through my email and catching up on changes to the plan from Hermann. Looks like I'll need to make another simplification pass on the crafting lists.

Tuesday: 1320
    Took a few minutes to introduce myself to the new guys and welcome them. They are both fresh out of the FullSail program and don't even have callsigns yet. There's tons of work to do, so I know they'll both be very busy as soon as they get oriented.

Tuesday: 1725
    Learned at the sprint meeting that Erm wrote a system over the weekend to algorithmically generate the loot tables from stored procedures, which eliminates a ton of hours of work I was expecting to do later this week rebuilding the loot tables based on equipment changes. This is going to make things much easier for rapid iteration.

Tuesday: 1750
    Argh. Forgot about the dev chat at IGNVault tonight. Productivity hamstrung again.

Tuesday: 1925
    OK, we lived through the dev chat, barely. Hermann and Awen had wireless go down at the start of it, and so I was left sitting there as the only guy with a working connection. They got the issue resolved quickly, so I didn't have to carry us through the whole chat. I'm glad, because we found my typing speed really plummets under pressure. No way I could have answered enough questions working solo.

    After the usual de-stress cool-down, it's time to get back to work. Most of the team has gone home already, but Hermann's sticking around to make some code changes to the auction house system, and I still need to refocus and make some useful equipment changes before my day is over.

. . . and a Half


Wednesday: 1730
    Awen created a new chat channel for JGE today. It's #JGE-Dev on irc.stratics.com. I and several other members of the team hung out there for most of the afternoon. It'll be great for community contact, but possibly a big hit to productivity. The channel did a good job distracting me from both working and making entries into this dev journal. When I'm on there, I don't like to ignore what's being said, so I pay more attention than I probably should.

    Will try to push some more on econ spreadsheets this evening, but seeing what people are asking about on IRC is more interesting, and easier than trying to dig through the forums.

Thursday: 0930
    Today's focus is going to be debugging a factory problem I spotted the other day while playtesting the econ framework. Need to get my local shard set up again to test with. Had a little trouble last night, possibly because of new adjustments to the login server code. I'll ask Striker about that when he gets in.

Thursday: 1130
    Well, we had to plow through two issues blocking the shard connectivity - the login server hadn't been doing what Striker expected because Erm made a network layer change in the middle of the night that affected everything. We've worked that out and now that I know the new right way to configure the shard, I'm hooked in and can reproduce the problem.

    While I was waiting for info from teammates, though, I succumbed to the impulse to start lurking on IRC again.

Thursday: 1445
    The bug in factories is pretty much fixed for commodities. Now I need to make parallel changes for all equipment types and check in my changes.

    The IRC channel is already getting crowded and too busy to follow passively. That's kind of a bummer, but it's the nature of IRC.

Thursday: 1730
    No surprises at the meeting, as usual. Tomorrow we end the current sprint, and I've realized I haven't documented most of the things I was going to document. It's really hard to make time just to write things down, especially because while you're doing the writing, you think of things that need to be changed and drop the writing to start changing them.

Friday: 0900
    Got in a little on the early side this morning, in the hope of making headway on my outstanding tasks. Another group is also making a big internal presentation later this morning that I really want to try to sit in on, to see how their work is going. Maybe I can just get a report on that from Hermann.

Friday: 1210
    Spent an hour this morning making an internal doc on the earliest economic gameplay for JGE, then managed to watch the presentation I wanted to see. Back to the grind.

Friday: 1400
    Made some engine updates for the rank 10 ships, and helped art a bit by getting the data hooked up for some fighters they just textured for two of the Solrain subfactions.

    Missiles and radar need stats passes and maybe a full rework today.

Friday: 1445
    Art asked me for a list of gun types in the game so they could start whipping up some icons, at least for the categories. Our UI still isn't "final" but parts of it sure feel like they are getting close. After I put that list together, I wandered through the breakroom again, and ended up helping move a load of snacks and supplies from our office manager's SUV into the storeroom.

    Since the weather's great, I'm going to take a walk out in the big room with the bright light and the blue ceiling, then it'll be back to docs and spreadsheets for the balance of the afternoon.

Friday: 1730
    Did a combination of spreadsheet work and flying around checking placement of factory buildings in the game. Ended up helping out art some more by swapping in some repair and munitions centers in one of the sectors. Fiddling with those buildings in-game showed me a transaction bug I'm going to have to chase down.

    Kirk also came over to discuss combinations of textures and meshes, once again trying to sort out how many of these he should be making to put in the game. The problem we've got is that we're rapidly using up the available allocations for Solrain ships with all the new variants, so we need to change the tech behind ship designations so we can have more than the old JGC code would have allocated. That's going to be a fun job for someone.

Sunday: 1730
    Feel like I'm not getting enough done, so came in for a few hours. Managed to fix a bug with repair and rearm building transactions that looks like it dates from the JGC code.

Epilogue


   Keeping this journal turned out to be fascinating, as it showed how tough it can be to make progress some days, while other days were just packed with different tasks. On the packed and busy days, it was noticeably more difficult to represent that in the log, or even to remember to make log entries at all.

    It's already been nearly two weeks since this journal was being kept, and a great deal has happened since then. During the wait for approval to release the text of this journal, our two newest team members have quickly come up to speed and really pitched in. The overall sense of pace has increased dramatically, and a number of big projects have been started. The auction market UI is going through its first major functionality pass, asset streaming is integrated and being debugged, and the network layer is being rewritten. Every art asset mentioned in the journal is done and has been placed in one of the test sectors we're working with, and a new set of icons for commodities and equipment have freshened the look of our market UI. Aspects of missiles, battlestations, and general AI are all being retooled, and we're building interfaces that will soon let us pump content into the game. Licensing and storage lockers are now functional in basic forms that we can expand upon, and an integrated voice chat system has been added for testing. Though we're still concentrating on the present vertical slice of gameplay, those of us who participate in the design process have even begun to start talking more substantially about PvP.

    We may have just 14 people on the team, and we still have a great deal left to do before we think the game will be ready for external testing, but I think the amazing amount of stuff that can get accomplished in such a short period clearly shows the efficiency and excellence of all my teammates working on Jumpgate Evolution.

-- Istvan

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