Segway 500

Development Site

Home :: Team :: Screenshots :: Developer's Comments :: Project Description :: Resources and Downloads

Developer Comments

Chris Hammers - I really enjoyed working on this project, but there were sadly many issues that hindered our development. Working with the engine itself became quite a hassle as things sometimes worked and sometimes didn’t. For me, my main job was to do the models and make the map. The problem was I had never made anything in a 3D package ever. Also, because of my other obligations, numerous meetings, and the work I was putting into my Sufficiency finding times for all of us to meet became a huge problem. In the end we overcame all of these problems, as we started to understand Torque and even learned to deal with the crashes, I adjusted to each program quickly and just did basic yet lifelike models (not necessarily textures) that fit really well into our game, and to fix our scheduling issues we just communicated through other mediums and contacted each other a lot so that we could meet when needed. All-in-all I think the game came out close to what we were looking for, there are a few rough edges but the game is fun, and this was proven by me distributing it to my Fraternity brothers and they played it for about an hour straight, even though there was only 1 map at that point. A true testament that we made a successful game.

Chris St. Pierre - The development process was a blast, but scheduling was definitely the number one issue. From family issues to previous commitments, it made it very difficult (not impossible, just difficult) to actually meet consistently. The game itself I feel developed very well and is pretty much how we had hoped to find it at this stage. The milestones were difficult to keep, but not impossible. Overall, I am happy with where the project ended up in the end.
Website design and content all ©2006 Oscuro Destiny Design, Chris St. Pierre