what happened to the FPS game?

i am talking about this one 

https://cgcookie.com/articles/building-an-fps-1-getting-started

https://cgcookie.com/articles/building-an-fps-2-assets-mechanics

https://cgcookie.com/articles/building-an-fps-3-while-its-fresh

https://cgcookie.com/articles/building-an-fps-4-catching-a-second-wind

i have seen a few courses but not a full flow and since the last update i could find is a year old i started wondering what happen.
the concept looked awesome and if i was dropped  i wish i could get a postmortem of it, may be a few courses on how to get to the prototype that was showcased   and why it was dropped in the end.  i feel that  the crew learned a lot in the process and there is something to be learned from it in any case.  

i do appreciate the content that has been already done 

The tank game was very fun and it will be my next course after finish some of my pending fundamental courses haha. 


  • Jonathan Gonzalez(jgonzalez) replied

    Unfortunately the scope for that game grew too big and we were spending too much time on it while also trying to juggle other content so we had to let it go. Trying to build a fully featured game with essentially 3.5 people is quite tough. It may re-emerge again in 2019, hopefully with a more manageable scope but a lot of the assets have been mostly created. 

    Some courses were created that would eventually lead up to the game courses like the FPS weapon Lampel created and the Robot character from Kent. Lampel is also creating some fun scifi stuff soon that is closely related to what was done for the FPS environments. I'd definitely love to have a dedicated FPS series in 2019, whether or not that is a revival of that game or a spinoff. 

    Also I do like the idea of a postmortem, so we're noodling on how we should approach that. Either an article, live stream, or something of that sort. Could be fun to explore when projects like this don't turn out how you'd like and what to do about them.

  • Kent Trammell replied

    A postmortem is a great idea jmiguelhdezgmailcom. We did learn a lot that we're more than happy to share.

  • Jonathan Lampel replied

    The biggest thing was lack of time / resources. I still intend to finish out the environment and weapon animations, and then we'll see what happens after that. 

  • Jose Miguel Hernandez(jmiguelhdezgmailcom) replied

    Thank you for the responses. @jlampel @theluthier jgonzalez 

    I was exactly thinking about knowing what happen regarding the scope when i mentioned the postmortem. Like, when as team you realized it was too big. was it a miss-prediction of effort or was more like an increase in scope due to wanting more features or having to polish it. 

    i dream one day actually build a full game and i can see myself likely missing the mark in scope. i don't know, i just feel curious on the process itself also. 


    jgonzalez,  i think it would be awesome if you can complete a FPS series sometime in the future and reducing the scope seems perfectly acceptable.  I liked your last tutorial because it seems fun an short. I feel like this two things are important to me for learning.
     1)a very strong foundation on basics. 

    2) lot of examples/exercises.

     i digress but IMHO, shorter series exploring a wide set of game mechanics/styles would probably serve better than a single AAA game
     

     

  • Jonathan Gonzalez(jgonzalez) replied

    jmiguelhdezgmailcom I agree. I'd personally like to have a FPS series that breaks it down into different areas. Maybe one course that focuses on general character movement and interactions, another specifically on weapons, another on things like building a proper environment for FPS, enemies, etc. It could still be based off a larger game, but broken down into smaller chunks. FPS games are my favorite genre so there's a lot I would like to explore there. If there's anything specific you're looking to learn let us know.