Things I learned at Torque Boot Camp Day 3

— Variable name prefixes:
— m – member variable
— s – static member
— g – global variable
— BitRock is the/an installer GarageGames uses and comes highly recommended
— Manits comes recommended over bugzilla
— Forums make a good communication tool because it has history and persistence
— Make a Vision Statement for your games that is 2 or 3 pages because no one is going to read a 100 page Design Document. You also need flexibility to create a game that is fun to play, not one that meets the design document.
— Face to face communication is critical, put a mechanism in that gets your team together
— Dynamic Risk Assessment helps you determine what to focus your time and energy on. You should deal with the risky parts soon, because they are the things that could kill the project and you want to address those problems as fast/soon as possible
— Any process or method you use to manage your projects has to be flexible
— Commercial game makers have to work ungodly hours because they are trying to shoehorn in the stuff the game needs to be fun into the schedule. The schedule was created to get the feature list handed down from marketing and management implemented.
— ThinkTanks design doc was only 8 pages in the beginning
— It only got bigger to meet the needs of the team
— It stopped being updated once the game itself was the best reference
— had a Vision for Game Play
— had a Vision of the Target Audience
— I was so focused on what Joe Marushak was saying… that… uh… okay I was a wus and didn’t ask him what he meant by the term “Shell flow.” I think it is a way of referring an event driven program’s control flow?
— Consider a schedule using an “effort unit” or “work unit” and then adjust a unit’s time value as actual tasks time of completion are discovered.
— SCRUM
— It takes a longtime to build a good working relationship with a contractor
— Think what you target audience wants and then shoot lower, you are going to over estimate things
— 2% of users need support
— if you spend more than 30 minutes fixing a users problem you are losing money
— Good contractors are hard to find so don’t drive them away trying to low ball them
— What does a freelance artist need from you?
— Scope of work
— Defined beginning and end
— Chunk it up, defined list of tasks
— Include at least one revision or adjustment step/round
— Cost $35-80 a hour
— Around $3000 for a model
— Around $800 for a texture
— Concept art is $100-500 a drawing
— You need Social Security Numbers or Tax Identification numbers from your contractors for proper records
— Consulting/contracting isn’t a starting point for individuals trying to break into the industry
— study the engine’s parts, play with change its behavior
— turn out a few small game you can make fast, because the hardest part about making games is finishing
— create resources and/or fix bugs for the community, if you do good quality work someone will probably notice and approach you with work
— Connection Sequence Overview a step by step break down of what happens between the server and the client when networking
— clientCmdMissionStart() is where you would add code specific to your project
— There is a SimGroup called MissionCleanup and by adding objects to the group when you are done with them. It is a way to guarantee they get deleted at the end of a mission
— TorqueScript doesn’t have true array, the array looking syntax resolves to basic string manipulation
— T2D has Continuous Time Collision which means that collisions are swept through time, meaning it checks to ensure collisions a properly created when the speed of the objects makes it possible for the collision to occur between frames.

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