“What ever happened to EssBarg?”
“Did you ever finish SBARGE?”
“What was that game called you wrote?”
I get asked questions all the time about SBARG and it’s quite humbling to know
1) people still remember it
2) People still want to see it released.
SBARG was a game I wrote which never quite made it to release quality. This seems like a lifetime ago now, but some recent activity inside a code window has inspired me to start thinking about SBARG once again. It’s been a long time since I thought SBARG in a code context and thought it would be good for my motivation to write something about it.
SBARG went through a couple of major overhauls, the first one was following our submission to calling all games.

After we got some feedback from this, we decided we needed to make the gameplay much more interesting and to make major changes to the HUD and some subtle changes to the art style.
So off we went on quite an epic code change to the A.I and the general gameplay engine. As we did this we also introduced much more artwork and lots of polish to the visual effects in the game. It was looking great and we felt we were getting close.
We reached a point where we thought we were at “BETA” quality and we ran it past some friends and family to try out. We also pushed this version for XBLIG Playtest. Thanks to the ruthless testing of some of the people we realised we had some issues. The major one was people liked playing it, but it was frustratingly slow when the game started to turn on you. This was a major flaw in my naive attempt at an A.I engine. There were a lot of other cosmetic issues but these were minor in comparison to the big flaw.
From here, we pretty much went back to the drawing board with the A.I. Artistic changes were put on hold and I began writing a fresh new A.I library, and decided to actually think about it before implementing.
This turned out amazingly well in my opinion, and BRAINS was born.
It took much less work than I feared to implement the BRAINS functionality into the old SBARG game code. All my existing game engine and scenario engine continued to work. The result was all our previous level designs worked, and they ran at a suitable frame rate.
So at this point we wondered how far we could push the new engine and what doors it may open up for gameplay. The results were astounding, we managed to have levels with many more A.I enemies than we had originally planned way back when we first jotted down the idea for an RTS game. We were thrilled.

We decided that we should try to make the most of the new awesome A.I engine and redesign some of the levels. We added much more complex scenarios and many more enemies. This caused issues with balancing and so the test/tweak/test cycle began.
This took many a late night to get it to a point where it was actually playable again. Once we were happy we hadn’t made it too easy and that there were no major outstanding bugs we decided to run it past our family & friends again.
The response was great and I think everyone enjoyed it. Some people found it too hard while others wanted it to be more challenging. Some wanted more game modes, others wanted difficulty settings. All in all people seemed to think we had a half decent game on our hands. (relative of course, it’s not like we had just written SBARGCraft II)
The only thing left to do was nail down the story elements and finalize some art work. It was then ready to publish on XBLIG and see if anyone out in the real world actually liked it.
So what happened?
Well, I managed to pull my finger out and find myself an awesome real job before the previous one killed me off (literally)
Since then I’ve been so busy with work and spending all my free time with my family to make up for not doing as much in the previous 18 months.
Unfortunately SBARG never got released due to real life
So that’s it. That’s what happened to SBARG!
Wondering what’s next for SBARG? Me too!!! Stay tuned!
I’ve just finished reading a book called “Best Kept Secrets of Peer Code Review” which is a free book, with free delivery from