Monday, September 28, 2009
Asteroids
Friday, September 25, 2009
GO3 footage
Ive ordered the work in alphabetical (its the way after effects ordered it in the menu so I just stuck with it, it's easyer this way).
I've got lots of footage for some people but not much for others, I'm looking at you Adam, Josh, Scott and Stuart haha. I've used SOME bits and pieces I've found floating around in various files and off of the blog but I'd like it if you guys had some input into what I show of your work.
Scott and Josh, if you haven't received an email notifying you of a PM in the forums can I get you both to have a look please, you should both have a PM waiting for you detailing things I'd like from you.
OK that's about it for now.
Cya people.
Wednesday, September 23, 2009
Inventory sys 3D beta 5
3d radar, update again mk2 :P
thing i have done :
the blips read the team to assign colours, which are set on the control itself
the blips read from the datablock to the picture to use (or do a 'square' if empty)
the blips 'scale' colours(nb inc. alpha) set on the control, according to range
the blips scale size, with 3 variables on the control (overall size, close/far size)
things still to be done :
possibly more (or custom?) team colours (ie in the same way the blip pictures are atm)
anyway... so here is a picture to show an example
(the players have the radar plane as there picture, the vehicles have theres as the plane inverted and upside down, and the rocks have none, so is just a block for a blip)
(the teams are set in the object block, but can be changed as example there is one of each for each type here, but say in game, you would be asigned to team 1 or team 2, and have team 3 for debris/rocks/neutral/etc)
so yeah now you can have custom blip pictures, about another 4 or so hours worth of work... i will clean it up then post it on earth...
slightly cleaned up version put on ::
\\earth\projecttemp\supernova\3dradar
Project Update
As the battle in space is what we will demonstrate after the presentation it does need a lot more attention. I will do whatever I have to get it looking more interesting than blank space with a floating ball.
What the scene needs:
- Capital Ships
- Meteors
- Debris
- Full emcompassing skybox with more than dots (just having nebula on 2-3 of the sides is good enough... though not too much or itll look weird... I can do this if necessary. Just need nebula with transparency)
- AI Fighter Ships
- Turrets (I will post an art update on how these are made, as well as a wiki update)
- Energy/Resource 'nodes' (to be picked up by the player for the team)
Sam is going to work on AI, and I suppose I will too. Setting up the battlefield strategies and objectives. This will most likely take a fair bit of time to get working somewhat well. We don't want to lose just because the AI goes and crashes into things; with the complexity of working AI in with the amount of flight-physics.. things will not be easy.
I will construct a placeholder capital ship for the battlefield, with parts to target and destroy; as well as resource/energy control points (such as generators and satelites); I posted earlier on how it was going to work, so I wont be redundant and reiterate - http://randomspacegame.blogspot.com/2009/09/battlefield-orbattlespace.html#comments
I will update this post once I realise how poorly it describes what I want to do.
Additionally, here's a quick warhammer inspired vehicle and control-point I made on the 22nd; and a satellite just now.
Tuesday, September 22, 2009
3dradar ... erm.... again!
on that branch i put in code to draw a picture for the blip on the radar, if the radar had one...
the radar reads the team from the datablock, (atm just checking for 0/1) then i moved the radar blip picture to checking the class for the bitmap, and drawing it if its there or just drawing a box (like before)...
all working, except for one problem i have at the moment, where everything is drawing, as though it is a player... (ie has a bitmap), so this may need even more work...
Sunday, September 20, 2009
Models
lvl 1 ghetto update
Saturday, September 19, 2009
Skybox
I also rendered out a skybox set for the first background. The "down" perspective of the skybox isnt actually seen because terrain should be in the way.All that was needed was a small black dot texture, which was already in the Torque 1.6.1 scriptsandassets/data/skies folder.
Also working on concepts and a model for the Space Dock on the first level. Will post later on.
Friday, September 18, 2009
models update
Space pirates
Thursday, September 17, 2009
Galaxy Map
Wednesday, September 16, 2009
Level_Map
Tuesday, September 15, 2009
The start of the game.
This is what the multimedia crew suggested.
Cut scene of pictures of the war. (Slideshow)
Along the way you encounter pirates and you eventually find some more pirates scavaging a destroyed ship, you kill the pirates and take the part.
Monday, September 14, 2009
Opening sequence - concept storyboards 001
The other problem... Fire, realistic or semi-realistic, how could we achieve this to act in the way I've drawn it out?
I think I managed to get in the majority of the story ideas we came up with today (as well as the old Supernova name idea).
Anyway, cockpit, this would obviously need to change depending on the players ship selection, assuming we get that far, I mean, I suppose a fairly good 2d image would even pass as a cockpit.
That is all I can think of that may or may not be a challenge to the team.
Anyway, comment with your thoughts.
AI Testing
However, everytime i tell the AI to move somewhere (using setMoveDestination and getTransform) they seem to spiral downwards and continuously fire into oblivion, which to me is slightly crazy.
I am not sure whether its the resource or something i have done wrong in torque script but i shall investigate and keep you posted
Sam
Game Concept
- Major War destroyed 80% population of both factions long ago
- Still fighting generations later
- Material/Human/Entity resources depleted
- Reason for war now unknown
- Major Tech lost( communications)
- Both factions have no allies
Rafskins from the Planet Raftkin
The race is Rafskin, their planet is Raftkin (the "t" is silent) Influences came from:
Head: Tentacles from Squids and Octopi, Witch Doctor from Diablo 3.
Vest: Barney Rubble from the Flintstones
Shorts: Torn/ripped shorts.
They are an energetic, short tempered race, with skills in ground combat, and in the air, dogfighting and missile evasion.
Their fleet consists currently of two ships. Below are roughs of both the fighter ship (Heresy) and the Capital Ship (Jorge 2.0). Fighter ship is in shape of the Rafskin head, while Jorge 2.0 is modelled roughly after a zeppelin/aircraft carrier.
On the character concept, between 10 & 13 September, i spent about 3-4 hours from sketches to colour. this includes all other character sketches. All the ships i have created(3d, sketches) i spent all up about 3 hours.
I also have reference images for my influences.
On a final note, if we need a Blog header image made, we could briefly discuss this, as it isn't the most important thing. I was thinking of making the letters from character parts, other spaceships and planets, with a collection of insignia if we get to that.
Saturday, September 12, 2009
a little overdue post
currently you can:
- log in.
- receive your character.
- request to join (login server sends you the ip of the server to join, torque receives character info from the login).
uses the c++ mysql API from : http://tangentsoft.net/mysql++/
screenshot doesnt really show a lot.