•Eight singleplayer missions •Two multiplayer missions •Several aircraft •Management of art and development teams
The
History of Flight project was my first real foray into developing in
the ESP environment. I'd done some pilot work (pardon the pun) in FSX
for the AIR program already, but it was prototypical in nature, and I
didn't really start to grasp the full scope of the tools until I
started work on this project. This
was an interesting project, because not only was it a foundational
learning experience with regards to the engine and its tools, it was a
learning experience with regard to managing (and translating) the
expectations of the company directing the development of the missions
(the company I would later work for). What made the latter part there
particularly challenging was the fact that this project represented the
confluence of a team that hadn't worked with these tools before and a
new relationship (the one between my future employer and my
graduate-student directed team).
The result of this challenge
was a series of missions that, while reasonably polished, were often
tonally different from mission to mission. The constant struggle was to
successfully integrate significant (7th-8th grade) learning objectives
into missions in a simulator while keeping them as "game-like" as
possible. There were a lot of ideas that were used and then abandoned
in later missions.
There
were a couple of places where we really nailed it, though. For one, the
art was pretty good, and choosing to set the missions at a time with a
rich visual history was a great one. Even when the missions felt a
little silly (or just off-the-mark), seeing them felt like a trip through an aviation museum.
We also tried some generally crazy things, too. We didn't know a
lot about the engine (yet), and consequently our efforts weren't always
efficient - there was a lot of trying to fit square pegs in round
holes. However, sometimes we succeeded at that, and it was really fun
to see. One great concept we put together was forcefeeding a
traditional multiplayer structure - team vs. team - into a program
designed around an entirely cooperative (and noncombative) multiplayer
experience. To work around the issue of weapons being unworkable (and
undesirable, in this particular educational paradigm), we came up with
what was essentially the game Battleship - a multiplayer game based on opposing teams carrying out simultaneous surface search exercises.
We
had a couple missions that were really on target, too - they
represented the point where the company we were working with looked at
them and said "Yes. That. That is what we're describing." To this day,
one of those missions continues to be probably my favorite I've
developed in ESP. It really represented the synthesis of all three of
these "nailed it" points.
The airplane model we used for that
mission was a really nice one with a great cockpit model, and the
mission itself had some great environment asset work. It shoehorned
some functionality into the mission that the engine tried its best to
disallow - a mechanic that made sure that resources were replenished
only to their theoretical maximum (instead of being refilled by a flat
amount). Even as I think about it now, I'm both proud that we got it
working and a little frustrated that it wasn't supported in the first
place. It was also the first mission where the company in
question was really excited about the core concept and had no major
requested changes.
So while this project probably represented
most of the pitfalls of any first stab at an endeavor, it also bore all
the hallmarks of an earnest, conscientious effort - a set of skills
that provides a foundation for the work I do in this engine now.