Archive for category Quadrilateral Cowboy

Date: October 3rd, 2016
Cate: development, Quadrilateral Cowboy

Work archeology, Part 3

This entry is a continuation of Work Archeology, Part 2

For a quick recap on what source control is, please read Work Archeology, Part 1

Quadrilateral Cowboy

Now that Quadrilateral Cowboy has shipped, I thought it would be interesting to take a look at its source control patterns, from start to finish.

Monthly

The graph tracks how many source control check-ins were made per month.

monthly

There are a lot of peaks and valleys. My best guess for the January peaks is because that’s the time I say “well, this is the year I’ll ship.”

The January 2014 peak is a perfect storm of Aaron Melcher doing Mac porting work at the same time as Tynan Wales and I were prototyping the multi-person heist systems.

Quadrilateral Cowboy’s release date was July 25, 2016.

Weekly

The graph tracks the total amount of source control check-ins per day.

daily

The weekdays are all consistent, with Wednesday in a marginal lead.

In the latter half of the development I became more adamant about not working on weekends. I’ll get into that later in this writeup.

Hourly

The graph tracks how many source control check-ins were made per hour.

hourly

5:00 pm is apparently the hot-bed of my source control activity. Afternoons are generally when I’m most productive, and I suppose 5:00 pm is the end-point of that period.

My best explanation for the midnight spike is I used to have a tendency to want to wrap up a given task before the end of the day. Nowadays I don’t often do that, as I see a lot of value in hitting the ground running on a partially-completed task in the morning.

2012 vs. 2016: Weekly

Let’s compare how the weekly check-ins changed between the first year of development vs. the final year of development.


(Drag the white slider bar left and right to compare)

There are some noticeable changes. In the final year, I set firmer rules for myself regarding weekend work. Also, at the office I share, we do a Friday show and tell event, hence the Friday spike to jam in something juicy to show everyone.

2012 vs. 2016: Hourly

A comparison of hourly check-ins between the first year and final year of development.


(Drag the white slider bar left and right to compare)

In the first year of development (2012) I was basically burning at full-speed all day long, from roughly 9am to 11pm on a daily basis. I guess you get things done, but you also completely wreck yourself and end up becoming a human mess. Now that I think about it, perhaps this explains the erratic pattern on the green monthly chart above.

As development progressed, I hit a point where I decided to change how I carried myself.

The final year of development (2016) shows a bit of that. I made noon lunch into a rigid drop-everything routine. I began trying harder to maintain reasonable work hours, from about 9am to 6pm.

Though, there’s still that midnight spike. For the life of me I can’t figure that out, as I sure don’t recall doing many all-nighters recently. Shrug!

ET AL

The great thing about these records is that they cost nothing to make (well — I took some time to write the visualizer program that crunches all this data, but whatever). It’s basically ‘free’ data about your own work habits and the history of your project.

In my case, contrasting where I am now to where I started is definitely a trip.

I hope this gives you some good ideas of ways to automate the tracking of your own habits and hours.

Date: January 2nd, 2015
Cate: development, Quadrilateral Cowboy

Blender Cables

My current project Quadrilateral Cowboy has a fair amount of dangly cables.

danglycable

Here’s how I make them in Blender (I use version 2.49b):

  1. Create a cylinder.
    1. Vertices and Depth determine how detailed the cable will be.
    2. Deactivate: Cap Ends
  2. Rotate the cylinder to run along the X axis (the red line).
  3. Apply scale and rotation to the cylinder:
    1. Press: ctrl+a
    2. Select: Scale and Rotation to ObData
  4. Create a bezier curve.
    1. The bezier curve and the cylinder should both be at the same origin.
      bezier
  5. Activate 3D on the bezier curve:
    1. Open the Editing panel (press F9).
    2. In the Curve and Surface area, click the button labeled 3D.
  6. Add a modifer to the cylinder: Array
    1. Change Fixed Count to Fit to Curve Length
    2. In ob, type your bezier curve’s name. (default: Curve)
  7. Add modifer to cylinder: Curve
    1. In ob, type in your bezier curve’s name. (default: Curve)
  8. Go nuts with the bezier curve:
    1. Select the last node on the bezier curve.
    2. Extrude the node. (press: e)
      blender
  9. Optional: bake the curve:
    1. Select the cylinder.
    2. Press: alt+c
    3. Select Delete Original
Date: April 14th, 2014
Cate: Quadrilateral Cowboy, sketch

monday sketch: maisy

Maisy, there from the upcoming Quadrilateral Cowboy

maisy

Date: February 3rd, 2014
Cate: Quadrilateral Cowboy, sketch

Monday sketch: traincar

Traincar from Quadrilateral Cowboy.

traincar

Date: January 27th, 2014
Cate: development, Quadrilateral Cowboy

Blendo TGA viewer

Quadrilateral Cowboy uses the TGA image format.

Unfortunately for me, Windows’ default image viewer doesn’t support TGAs. I looked online for a free lightweight image viewer, but it seems TGA isn’t a popular image format and/or my Google search skills aren’t that hot.

So, I made an image viewer for TGA files. If you need an image viewer that views one and only one image format, well, I got you covered.

Written in C# and uses the SFML library.

Blendo TGA viewer
Download: click me (500k)
Source code: click me (500k)

Date: January 14th, 2014
Cate: Quadrilateral Cowboy, sketch

Monday sketch: 900 words per minute

Concept art from the upcoming Quadrilateral Cowboy.

spider

Date: November 11th, 2013
Cate: development, Quadrilateral Cowboy

Quadrilateral Cowboy scribblings

When I create art assets, it’s usually a four-step process:

– gather reference images.

– make a rough pen & paper sketch.

– make the thing.

– bang my head on the wall as I iterate upon the thing.

 

Here are some sketches from Quadrilateral Cowboy:

concept_nov11_800x800

Date: October 29th, 2013
Cate: announcement, Quadrilateral Cowboy

Announcement time

I’m happy to announce today Tynan Wales will be joining the Quadrilateral Cowboy team. He’ll be working on everything design and will be bringing his expertise from a ton of games, including Bioshock 2.

Welcome Tynan!

Date: September 11th, 2013
Cate: announcement, Quadrilateral Cowboy
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Quadrilateral Cowboy at Indiecade

The Indiecade International Festival of Independent Games announced their game lineup, and Quadrilateral Cowboy was fortunate enough to be included. It’s such an honor to be listed amongst such great titles.

Come down to Culver City on October 3-6 to play amazing games, and come say hi. I’ll be the guy in the Blendo Games shirt. I’m 95% certain I won’t be wearing a hat.

http://www.indiecade.com/2013/games_preview

quadrilateral1