Monday, August 31, 2009
writer's block?
Vendetta Online
Jumpgate Evolution
Pirate Galaxy
Saturday, August 29, 2009
Character and Ship Progress
Thursday, August 27, 2009
Ship Envy
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Wednesday, August 26, 2009
User Interface and The Workshop
Graham, I believe you have the compas in Torque 3D; would you like to better adapt the resource to Andrew's UI compas?
The ship customisation UI, now called 'The Workshop' is what we will use to customise ships with parts; although it has not been fully created, the basic workings are there. Will and I set up the rough idea on Tuesday (with the awesome cert 3 oaf behind us telling us what he thought we should do). /drool to that guy.
The Workshop is set up with a 3d view of the thing you are changing, and a right hand pane with <> signs on all thing you can alter. (boosters, jets, primary weapons, secondary weapons for now). Below these are the ship details (what parts are currently being used and what the statistics of the ship are (because a massive engine would add mass, and give more speed etc).
Currently the only options are visual ones as the variables for speed, roll, etc on our flight vehicles are not alterable yet (expect this to change within the next week).
Additionally we will add many of the discussed ideas to the customisation - cloaking, shield generators etc. These will be upgradable via The Workshop.
HUD progress as of 4.40 26/08
I've given the horizon and vertical bars extra length just in case it will make it easier for you programmers to use. I'm not sure about how the compass letters are rotated, if it looks wrong to other people it's easily changed, as are colour swaps.
As you can see from the weapons bar (bottom right) I've put in temp values and images so you can get the feel of it. The words on the top bar will highlight when activated, as seen in this image on the "engines" icon. The "!missile lock!" and the warning bar/lights below will light up/flash when a missile is locked onto the player NOT locked onto the enemy.
Also included are possible enemy and friendly icons if there aren't any already made, though once a faction logo has been chosen maybe it would be cool to use the logos for the friendly/enemy icons, depending on the logo designs that is.
Comments appreciated.
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Monday, August 24, 2009
Progress?
I have also come across a resource that may be of help. This has armor piercing rounds (possibly for weapons that bypass the shield),
timed explosives for timed mines or other weapons
Decal wrapping for blood splatter or bullet holes, hull breaches etc.
and a gore switch in case the game became too scary for little kids haha
I shall give this resource a go and hopefully be able to implement it into our game!
the resource is http://www.garagegames.com/community/resource/view/14044/
The Final on Features
- Directional Shielding
- Power Diversion (being able to distribute a % of overall power to a ship component)
- Energy weapons
- Deflection of Projectiles
These are in addition to the planned..
- Seeking missiles
- Mines
- Targetting system
We will limit the amount of features to implement for now; if there are any suggestions however, they are of course welcome. We simply need to rationalize.
We will be able to release a battlefield mini-game (the flight-combat arc of the game). Then we can get down to the character side of things and make some fast progress :)
2 weeks prior to the presentation we will finish documentation and 1 week prior, we will get everything in order. We are currently 6 weeks from the flight combat deadline; and 13 from the presentation.
Today I had a fun time messing with vertical lasers! .. and then blowing myself up with them.. calibrating data in script, however menial a task; can be time consuming; this will be included when filling out the documentation and tracking.
Hud design - Textless
Sunday, August 23, 2009
Game Space
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This here is just a screenshot of the protoship from earlier with some particle effects for contrail. The planet to the right is quite far away and as you can see the clouds are low res (low res textures on large objects becomes a pain :/)
We've got enough to start putting content in and it wouldn't take much to get a combat-simulation up (this would take some calibration, as when dealing with 3d space and projectiles... we want to be able to hit each other).
Will and I have been messing around with this stuff every now and then. May have to look into .ifls (not sure how they work in Torque exactly). As for art stuffs, if anyone wants to add complexity to their planets; such as glow, city lights etc.. clouds and all; just talk - would love some space port / battleship .. even a destroyed one, with lots of bits (so we can have them float around it) "space junk!".
I will post an update when ive got more to say. Til then, great work everyone :)
Post #3
These resources have been helpful for the login system:
http://www.garagegames.com/community/resources/view/11552
http://www.garagegames.com/community/resources/view/7605
It's working, but it's all happening on the client side. So i'll have to change a few things to get it working in a proper client-server manner.
Friday, August 21, 2009
quick post
http://www.garagegames.com/community/resource/view/5962/
http://www.garagegames.com/community/resource/view/14666/
modified Torque TCPObjects to send and recieve more than just text.
Thursday, August 20, 2009
Wednesday, August 19, 2009
Characters and Planets
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