Torque Video Game

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Torque Video Game // Work in Progress

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Post by Délé // May 13, 2007, 2:10pm

Délé
Total Posts: 1374
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Hey guys,


Ok, it's been way too long since I did a WIP. So I'm going to start this long-term WIP here. A few months back I bought Torque and after some messing around I decided to try to build a game. I figured I might as well post my progress here. Perhaps it will keep me going. :)


I think I have a pretty cool story worked out. Can't tell too much of it. I will say that this Alien race is very advanced. They've learned how to blend their advanced technology into the natural world. So they might look rather primitive upon first glance, but they have quite a lot of knowledge.


Here's a screengrab of what the alien race will look like. I don't have him finished yet. He still needs some hands, feet and eyeballs. This is the basic character that will be played by users. I will make a female version and there will be different cloths and perhaps some kind hair styles or something to choose from. I've been modeling him in Silo. I think he's around 2,068 tris right now. Hope to keep him under 3,000.


5968


Here is a gestation pod that I'm working on. The alien race has advanced to a point where they can transfer their life force from one body to another. So they grow new bodies in these gestation pods. This is where new users will spawn upon entering the game. There will be a whole garden of these things with roots sticking up out of the ground around the area.


I still need to tweak the model more and texture it. Still needs some hoses and stuff I think and I have to get the door to open better. I'm going to try to make the textures look somewhat organic (like roots and vines) as this is a blending of technology and nature. This was modeled in 7.5 and is around 774 tris right now.


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Of course all comments, critiques, and suggestions are most welcome. :)

Post by Jack Edwards // May 13, 2007, 2:46pm

Jack Edwards
Total Posts: 4062
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Nice looking mesh Dele :)


-Jack.

Post by skipper // May 13, 2007, 11:23pm

skipper
Total Posts: 113
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Looks nice. Have you decided what kind of game and which game engine you'd like to use?

Post by Tiles // May 13, 2007, 11:34pm

Tiles
Total Posts: 1037
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Looks nice. Have you decided what kind of game and which game engine you'd like to use?

I thought i have read something about the Torque Engine in the thread title :p

Edit: oh, i noticed you are at around 3000 faces at the moment. Don't you need to triangulate the mesh for use in game then? I thought game engines can only handle tris. And at the moment you have only quads. Which would double your poly count then ...

Post by skipper // May 14, 2007, 1:46am

skipper
Total Posts: 113
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I thought i have read something about the Torque Engine in the thread title :p


My bad, I should have read more closely. I didn't know Torque was a game engine. ;)

Post by Délé // May 14, 2007, 3:19am

Délé
Total Posts: 1374
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Thanks for the comments guys. :)


Looks nice. Have you decided what kind of game and which game engine you'd like to use?Yeah, the idea is to make it sort of a mix between EverQuestII and There. Kind of a half social, half quest/mission game. It will be an mmorpg style. There will be quests that you can go on to discover more about the world and what happened in the past. I'm hoping that I can make some games that will allow people to hang out and interact too. I would like to make my own version of paintball. Perhaps Laser Ball. :)


Big ideas, not sure how much I'll actually be able to do. I'll try though.


oh, i noticed you are at around 3000 faces at the moment. Don't you need to triangulate the mesh for use in game then? I thought game engines can only handle tris. And at the moment you have only quads. Which would double your poly count then ...Yeah, the numbers I posted is doubled already. So the actual quad count is 1,034 for the character and 387 for the pod. :)

Post by SiW // May 14, 2007, 9:09am

SiW
Total Posts: 298
Looking very good!


The irony now is that with tS7.5, the real-time display in the content creation application is far superior to that of the game engine :D

Post by skipper // May 14, 2007, 9:12am

skipper
Total Posts: 113
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Yeah, the idea is to make it sort of a mix between EverQuestII and There. Kind of a half social, half quest/mission game. It will be an mmorpg style. There will be quests that you can go on to discover more about the world and what happened in the past. I'm hoping that I can make some games that will allow people to hang out and interact too. I would like to make my own version of paintball. Perhaps Laser Ball. :)


All by yourself? That's quite a mouthful. Good luck. :D

Post by GraySho // May 14, 2007, 9:28am

GraySho
Total Posts: 695
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That looks very interesting Delé. I'm sure you will provide Caligari with some useful feedback about integrating truespace content in games. Keep us updated :banana:

Post by Délé // May 15, 2007, 8:34am

Délé
Total Posts: 1374
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Thanks Guys. :)


The irony now is that with tS7.5, the real-time display in the content creation application is far superior to that of the game engine


Indeed, the view is better in tS, and with the powerful scripting abilities games could surely be made for truePlay. :) If it weren't for the game design tools in Torque, fog, and the ability to keep code and models hidden and locked, I probably would build it for truePlay instead.


I'm sure you will provide Caligari with some useful feedback about integrating truespace content in games.


I will give them feedback for sure. :) Right now I can port my bigger objects (buildings and such) into Deled Light and export them from there as a .dif for Torque. I'm REALLY hoping that within the next year Caligari or a third party will write .dif, .dts, and .dsq exporters for the new architecture so I can animate my characters in 7.5 and export my animations and models directly from tS to Torque. That would be awesome. If nobody writes one I may have to try to write it myself, though I really hope somebody else does. :)
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