Hilariously depressing...
A very high volume of my projects never saw the chance to get a half decent screenshot, as I'd give up in the middle of getting to that point. But here goes:
EdgeDMMy first major project, was a mod for Half Life 2 DM. The day the SDK was released for it, I gathered some friends together, and we set out to recreate Quake2 multiplayer experience, powered by Source. We got decently far, got a couple maps in there, got some WIP screenshots, even got a April Fools "release" (the only "release" lol) in there, where you only got one weapon in one little map, affectionately referred to as "The Meat Gun" (I was cool BEFORE Lady Gaga, ok?).
Anyways, we got a LOT of Quake in there, including Rocket Jumping and Smoke Trails as you launched grenades out of the grenade launcher. I did all the modelling and animation for the weapons, and my team did a fantastic job at recreating some classic Quake2 maps.
Then I got an email from Todd Hollenshead, then CEO of Id Software telling me to cease and desist. This immediately frightened off 40% of my team as I went back and fourth with the guy to work something out. In the end, Hollenshead said he'd be ok with some minor changes to the branding on our side, and he'd allow us to continue doing what we're doing.
...[long email]...
However, if you're doing original deathmatch maps for your
own mod, and not using any property of id Software, Inc., then you should
be okay as far as I'm concerned.
Regards,
tsh

Even though Todd allowed us to continue our efforts, the damage was already done. Those who already left, REALLY left (deleted accounts and everything) and quickly the rest went about their own way too.
A harddrive malfunction on my programmers computer erased all the source code, leaving just me, who only had some models and textures (this was well before we used Subversioning). That put the nail in the coffin.
First PriorityIn the wake of EdgeDM, my very good friend (the programmer) and I parted ways for a bit to go and lick our respective wounds. It would be I think about a year before we got back together, to try and do something else. At this point, he was frustrated with the Source engine, and wanted to do something custom. He'd gone away to better his programming skills, so he can write his own engines.
However, being the noobs we both were, I insisted that at the very least (in an effort to make his life a little bit easier) we use an existing rendering engine, and we can build the rest of the pieces. At that time, Ogre3D was the best looking rendering engine around and it was free. So we picked that up.
He hated using it from moment 1.
But we persisted. Got an Ogre window up, got a grid system going, got model loading working (our own model format, not Ogres) and then effectivly his hatred of using Ogre's API got the better of us, and we petered the project.
First Priority was an amazingly ambitious idea, and one that im still hanging onto (which is why im being vague about what it was) in a hope that one day, I can bring it to some kind of life, on my own.
No screenshots exist for it.
Invasion of EverythingAt this point, I was still naively trying to be a games animator. Thats what I went to college for, and thats effectively all I was trying to get at to do with all these game projects: I wanted to see my animations, come to life in real time game software.
Unity2 was released.
So I downloaded it and gave it a go, and very impressed was I! I knew Javascript from my days of Web Development and I was used to Flash and Actionscript, so picking up Unity was no problem to me. Again, all I wanted to do, was animate some models, and see them played out in-game.
So I wrote this treatment around a multiplayer Horde mode like Survival game against invisible aliens that would animate/possess in-animate objects.
I got to animate a generic soldier dude (place-holder character) and got to control him around with a third person camera around a very tiny little test map to work out movement collisions.
It was at this point, that I realized; I should really learn to program games better. If I want to make any of my ideas come to reality, I need to learn to program. At least in such a way I can contribute to the principle programmer to keep the ball rolling.
This game was scrapped, because I simply lost interest in Unity, and sought to drag myself through the mud: I needed to learn how to write an engine.
A Friendly Game of Russian RouletteA big part of my influence to make content for the internet to consume at large, came from Tom Fulp and Newgrounds.com. Here was this guy, who could write amazing (at the time) Flash games for his website, for fun. There was a really early entry to his site, known as "Rock Paper Scissors Roulette" that featured his trademark mascot Pico and his friends, against the Uberkid clones.
The gameplay was simple: you chose, Rock, Paper, or Scissors. The AI opponent would randomly choose their option. If you tied, youd try again, and youd keep going until there was a winner. The loser would have to have a go at the revolver. If the character survived, you kept going until one of you dies. Once one dies, the next in line takes the hot seat. There were three of you.
It is a SUPER simple implementation on how to innovate on what is (without the danger of it) a very very boring chance game, with ever decreasing odds.
Russian Roulette is, for some reason, one of those "games" that fascinates me. I'd never play it myself unless Nerf releases a revolver that doesnt make it obvious which chamber has a dart in it. But that's besides the point. Russian Roulette itself, is a very easy game to understand. You go around the table, until someone dies. Simple as that.
Programming something like that couldnt be easier right?
WELL. Yeah. Programming the chance part, the moment the trigger is pulled, is easy. What I didn't account for (because im no longer working in Flash or Unity) was the programming involved of every other aspect of the game. The setup, the characters, the weapon, the parameters, the art, the art implementation, etc. The list just kept on going, and I got immediately overwhelmed.
So instead, I opted to use an engine instead. For this I chose Torque3D, mostly because it was open source, and hey, TorqueScript, I know how to script!
Turns out, scripting for a 3D ended up being a bit more than I bargained for.
So some time into it, and not getting very far, the next thing happens:
Raging FlightThis one was personal, and a bit of a jab in the ribs of a friend of ours. We all started with making games in Flash, trying to one up one-another in any way we can. At the time, McFretN had just released Combat Instinct 2 on the Newgrounds, and it was all the rage. Everyone wanted in on the FPS in Flash pie, including us.
Our friends flavour of this craze, was known as Raging Flight, and was popular enough that it enticed him to spawn a sequel. Both were fairly successful.
So quite a bit of time went by since we shelved First Priority, when my friend and I we're chatting it up again, working on our own respective projects now (read: Russian Roulette above), talked about teaming up once again to finally create something we could release. He wanted to do some kind of Starfox like thing, so we both effectively settled on Raging Flight so we can bring it up to our friend one day and be all "lol look at this". This time, no bullshitting around, we knew it had to be a custom engine. We called it the Nebhos Engine and we both contributed to the code this time, and we effectively got a really nice looking and feeling Starfox clone. The only major hurtle we hit was: how were we going to create the levels. This was a major concern because we hadn't agreed upon what should be making the levels, how they should work, and everything involved in the gameplay.
It was really at this point in our partnership that things became very clear to us: he just wanted to make the engine, it was I that was supposed to do gameplay. And simply, I wasn't prepared yet for that kind of responsibility. I was still very green to game programming overall, and I had no idea what to do or how to start.
Because I wasn't totally prepared for what it was that I had to do, the project fell by the wayside.
The FutureNebhos was a great idea with a great implementation. But I'm just not a C guy. Our programming styles simply didn't match. it was at this point that I got hired at EA (as a website developer) for a contract extending out to a year. I needed this job, as I had a wife and now a kid on the way, and needed to kickstart my career.
Well apparently when working for a company that develops and publishes content for a vast majority of platforms, they want to protect their assets. What that means is: I wasn't allowed to try and make games anymore.
Throughout that year, my friend and I started talking about teaming up once more, but first, I couldn't be working at EA. So I took the time, and abused the shit out of my privileges to EA's Information Resource Center (hundreds of thousands of books and training material for Programming and Art) and their archives to start reading up on and studying engine architecture and programming practices.
When i was informed my contract wasn't getting extended and I'd be without job, that's when we knew. My contract was expiring a couple days before the 2014 Cyberpunk Game Jam was starting. And we decided that'd be our best chance at finally crafting something.
Looking back at our past together, it became overtly clear we had different styles. We enjoyed working together a lot (why do you think we kept getting back together?) but some ground understandings needed to be established. There is nothing wrong with C, his preferred language, but it doesn't accommodate my programming style at all. But he didn't want to do C++ either for his own reasons (and honestly, I was fine with that). He then told me there was this language he'd been meaning to try, he'd been salivating over for quite a while and been meaning to get into, and told me that it's a language that I actually might really enjoy writing in.
That language was D.
So it was set. We knew what we needed to do. We got our dependencies in order, we got our established roles and responsibilities laid out, and we had a game plan. We just needed the Jam's Theme to be announced.
And thus it was.
The jam came and went, we did an amazing amount of work in the timespan provided. But in the end, writing a game engine from scratch is a huge undertaking. One that we weren't not prepared for mind you, but real life has a way of dealing with you. In my life, I have a wife and infant daughter, and at the time I was still looking for work, which reduced my involvement a lot more than I anticipated.
But here's the thing: We liked our idea, and we made enough progress, that we finally hit that mark where we were starting to see things come to life. Our little project, now affectionately referred to as "Corrode" is a real game. It's got graphics, it's got gameplay, it's got a private design wiki behind it (collaborative ideas), its powered by an engine we enjoy working with, it's basically everything we'd been working towards over the years.
Corrode doesn't have any screenshots yet, I'm waiting to polish up the first level before revealing what it even looks like. But wow. What a trip it's been so far.