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Homebrew Wrestling intro

Homebrew Wrestling intro
Name:David Horn 
Date Posted:Dec 02, 2007
Rating:4.0 out of 5
Public:YES
Comments:YES
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Blog post
Hello,
My name is Dave Horn. I'm the owner of a Web and Mulimedia production company.

This is the first in a series of blogs that will act as a diary of my project.

The project is called Homebew Wrestling. It is an indy wrestling game. I already have created a version of the game using what I was familiar with... a program called Macromedia Director MX 2004. After a successful launch of the game, I have decided to re-program the entire game in Torque. Director has not been updated in almost 4 years - and wont be in the foreseeable future. It's really limiting me in performance and technology.

Here is info on the game:
http://www.homebrewwrestling.com
http://gamingring.com/homebrew/
http://youtube.com/watch?v=wCyhh2cPDWo
http://youtube.com/watch?v=PXhVD2ICpe4

As you can see, all of the logic, programming, ai, etc. has been programmed. So really I'm just looking to translate it into something that is much more robust.

Enter Torque.

My first impressions.
Before, I had to manually program things like collision, turning and facing, determining whether or not to use walk, strafe, etc. Now I see that Torque offers all of this. I've gone through the basic tutorials and so far so good. I've already created an arena (pics to come) with animated light, moving volumetric lights etc. And I'm having a blast.

now comes the thing I've feared - and right away i'm having problems.
Homebrew Wrestling is not a first-person shooter. It's a sports/fighting game.
I've read many, including Edward Maurina, who say "Torque isn't just for first-person shooters." So far, I don't believe it. Many of the functions in the player class do me absolutely no good. In fact, I'm almost wondering if all of my wrestlers should be aiplayers.

Right now I'm really struggling. I want to simply have a model on the screen, then tell it to perform an animation. Easier said than done. I'm starting with an audience member. I make it a StaticShape, and try to animate it by using the playthread. No luck. I'm definitely out of my comfort level right now.

Several concerns right now...
1. all tutorials are making fps or 3rd person adventure games - makes research tough
2. will I be able to dynamically load different dts shapes but still create a "wrestler" object overseeing the shape - in other words, separate the object model from the rest of the logic.
3. animatic shapes scares me. Will I be able to have a "bodyslam" animation and be able to assign that to any number of on-screen wrestlers? right now, it seems to have be named something like "hulkhugan_bodyslam.dsq" instead of just "bodyslam.dsq" and therefore i would have to copy and rename all animations?

overwhelming
til next time

Recent Blog Posts
List:11/03/08 - Homebrew Wrestling Official Demo
07/31/08 - Homebrew Wrestling - gameplay video and pics
05/19/08 - Homebrew Wrestling - first gameplay video
03/10/08 - HBW new demo, now we're getting somewhere
02/08/08 - Homebrew Wrestling - 1 step forward, 5 back
01/08/08 - Homebrew Wrestling Tech Demo
12/06/07 - The start of the Arena
12/02/07 - Homebrew Wrestling intro

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Tony Richards   (Dec 02, 2007 at 20:56 GMT)
The quote "Torque isn't just for first-person shooters," was made by a programmer or by someone who's working with a programmer that is familiar with Torque.

You can use it for games other than first-person shooters, but it takes a whole lot of coding and ripping a bunch of stuff out of ShapeBase, Player, etc. It'll take a bit of engine modifications to get things cleaned up.

I caught a rumor on the wind about a fighter style game Torque starter kit, but I don't remember with whom I was speaking and I don't think it was complete or even nearing completion.

It's especially tough if you've not coded any other games with Torque. I generally suggest to people just starting out to code an FPS game first, just to get used to Torque, then start switching things up. You sound like you know what you're doing... starting with the basics like creating an arena sounds like a good start.

As for the animations, if all of your models use the same skeletal structure then you can share the animations and you won't have to copy and rename them all. You might have to make some minor engine code changes to meet your needs, but nothing major there.

Cool looking game.... good luck with your project.

Sean T. Boyette   (Dec 02, 2007 at 20:57 GMT)
David,

Looks good - certainly would be nice to see it completed in Torque.
Your DSQ's can be used on a variety of players if you have a like skeleton.
and the name of the DSQ does not even matter is the animation inside that really matters for instance.
You have a character rigged and set up
HulkHogan.dts (this includes the a similar skeleton that you use for all characters.)
and you load/apply the BodySlam animation to him that is found in the BodySlams.dsq.
If you would like more detail on the process - shoot me and email, and I will try to help you out.

Nauris Krauze   (Dec 03, 2007 at 02:47 GMT)
Actually, if I remember correctly, there is a fighting game made with Torque, already. Some Greek mythology inspired thing. Can`t recall the title, though, not my cup of tea.

Ross Pawley   (Dec 03, 2007 at 06:10 GMT)
@David, to get your StaticShape audience to animate you might want to check out: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1522.

I can say from first hand experience, and from the examples I've seen (check out Mini #37) that Torque can definitely be used to make games that aren't FPS.

Likely you'll want to use AIPlayers for all non-controlled players, and implement one of the 3rd person camera resources for the controlled player.

David Horn   (Dec 03, 2007 at 19:38 GMT)
@ Ross
I was actually thinking of making ALL wrestlers aiplayers, even the one that is human controlled. I'd just map the arrow keys/gamepad with some setmovedestination functions. Just a thought.
But that resource is exactly the thread that i tried to use, however, my StaticShape doesn't seem to work.
I made a thread on this...
http://www.garagegames.com/mg/forums/result.thread.php?qt=69876


@ Sean
I may just hit you up on that and pick your brain a little if you don't mind...

Johnathon   (Dec 03, 2007 at 23:13 GMT)
Good luck with your venture, hope you start having better luck.

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