Dalton showed some case studies from the development of The Old Republic to explain his problem-solving methodology. The game is being developed using the Hero Engine, an MMO engine which allows for real-time simultaneous editing by all disciplines -- great for visualizing changes, but put under strain by the size of the team working on TOR. Dalton was careful to note that his team stopped taking code drops from the engine providers some time ago and that the engine's capabilities may be profoundly different today.
Dalton appears to be confirming some of the predictions made months ago when it was announced that TOR would be run within the Hero Engine. Many were concerned that a project with the size and scope of a new Star Wars game would be more then Hero could handle. From what we have heard and seen so far it looks like the engine is working just fine, but BioWare's developers have hit some speed bumps along the way.
At BioWare, writing is the foundation for their games. Problem: the communal editing server didn't work at first, and the writers had to be peeled off and given stand-alone tools -- creating unexpected complexities.
While Dalton doesn't go indepth about his first example it does seem worth noting that they ran into issues right off the bat with their servers. Even more so since the ability to integrate changes concurrently is one of the Hero Engine's strongest selling points.
The server ground to a halt again later due to a problem with the sound design section. Instead of a complicated solution, "We asked what it would take to limit the size of the sound banks," says Dalton. The response? "'50 megs? Okay'" It was a painless solution -- or as Dalton put it, "They don't all have to be mountain-movers."
Limiting the sound banks to a smaller size could mean very little in the grand scheme of things, but this does give us a look at how much larger BioWare's goals are, compared to what the Hero Engine was designed for. Not being an audiophile myself, I took the time to read up on exactly what a sound bank is. Sound banks, according to Wikipedia, are collections of virtual musical instrument programs. These are basically the different instruments that are used within the program to synthesize the correct sounds. While we can't say for certain whether the real problem lay with the Hero Engine's ability to scale or BioWare possibly having massive ambition in sound design, it is an interesting problem to be encountered.
The game also implements Morpheme for animation. Says Dalton, "The problem here is that they're changing the animations live, and if they break things, it triggers a lot of fallout. So you'll have scripts that are now starting to fail, and you'll have NPCs that won't appear in the world. This was a nasty one because people weren't even aware why it was breaking."
The engineers briefly considered making the animators work on a different shift when others weren't using the editor. The solution reached, however, was simply changing process: the animators have to email the entire team when they're about to make changes. "It was causing so much havoc across the team but with these steps it's a non-event now," says Dalton.
This is one of the more telling examples within the article. The Hero Engine is specifically designed to work while many different people are manipulating it. For an issue to arrive where development team members "weren't even aware why it was breaking" is fairly surprising. A smaller group would find it much easier to maintain lines of communication regarding changes and such alterations may stay more within the engine's code. However, BioWare's development team is large enough that they had to set up a directive to prepare for incoming animation fixes. This may also be telling in regards to how dramatic those changes are.
At about 80 people editing simultaneously, the engine's editing environment started to show serious strain. "None of [the problems] are huge but they're all sand in the gears, slowing everybody down," says Dalton.
This change was major: the team had to branch the engine for different disciplines. "This was a massive undertaking, a huge change. What it enabled the team to do was spread out a little bit. We got pushed into a do-or-die situation with this one."
Dalton gives us some real confirmation concerning a deep level of manipulation of the Hero Engine. With a team working outside of the suggested user limits, BioWare "branched" the engine off for separate teams to reduce strain. There isn't enough information to know exactly how much of the engine was divided to accomplish this though. Whether each division is working on a nearly autonomous engine or simply a small section isn't expressed, but hopefully they have found a solution which will ease the development process.
When asked if the communal editing environment was worth the complexity it brought to the development process, Dalton found it hard to answer. "I think that there's no single answer for that. I think it's not worth it at the team size we have now. I think it was absolutely worth it when we licensed the product and started work, because that's what you wanted in the early days."
Finally we get a good look into how the technical director feels about the Hero Engine. Dalton believes that the communal environment has been out grown by the team and currently is not worth the problems they are running into. There isn't much more we can extrapolate from this without diving head first into the speculation pool but hopefully the benefits they experienced during early production have born enough fruit to make it all worthwhile in the end.
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Posted 9/19/2009 5:19:51 AMIf I'm able to find anything concrete I'll add it here.
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Posted 9/19/2009 12:23:13 AMEveryone commenting on the Hero Engine doesn't even know what an "engine" is in this context, and it's been nearly completely custom for like 2 years! It bears little resemblance to what was licensed from Simultronics.
The reason as stated (though now we know that it was meant for TOR) was for the collaborative tools, but since those are breaking its not working out like they had hoped.
But hopefully it won't put more delays into the development schedule...
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Posted 9/19/2009 12:14:04 AM- View User Profile
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Posted 9/18/2009 11:38:54 PM- View User Profile
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Posted 9/18/2009 10:43:58 PMKeep up the good work,
Selant
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Posted 9/19/2009 1:37:45 AM