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Homebrew Wrestling Tech Demo
Homebrew Wrestling Tech Demo
| Name: | David Horn | |
|---|---|---|
| Date Posted: | Jan 08, 2008 | |
| Rating: | 4.5 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for David Horn |
Blog post
Hello again!
Well, today I'm very pleased to release my first torque-built tech demo of my game.
Several years ago on a website called gamingring.com, I released a very similar tech demo. It is basically the create-a-ring functionality.
Let me explain what is in the demo that was in the original.
Basically, here is the options screen:

You'll notice that the user can change the ring mat, the apron, the rope colors, and the light colors.
There are several loaded presets for rings that wrestling fans are familiar with, and some that they are not such as Steelers, Penguins (can you tell where I'm from?) and several holidays.
You can then preview the scene and see the results as per the screenshot below.

Some new things that I have added based on the great (albeit poorly documented - sorry, it is) Torque capabilities.
One is the ability to save a preset of your own. I used the XML console resource to save and load ring presets. Another is the ability to view some of the ring animations.
I have a cyclic animation for the apron cloth slightly moving. I faked cloth animation with bones. You can see the ropes bouncing via the buttons on top, and you can see what happens on impact. The ropes bounce and the apron moves. One thing I don't know if I can do is animate the mat. I chose to use a dif file to get the shadow. But I don't think you can have any kind of animation on dif files. I looked into the resources that add shadows to dts objects, but they produce weird shadows with the ropes.
The main difference is that it's moddable. Modding is huge in the wrestling gamer community and it's something that I couldn't provide to the fans before. Now with Torque, modding can be a reality. And I'm glad. I really want to make a nice simple wrestling engine and have people create mods for it.
To create a new mat:
Create a jpg file that is 512 in width and 512 in height. Feel free to use the mat.psd file in the HBWtechDemo\HBWtechDemo\game\data folder.
Name it mat. WHATEVERYOUWANT.jpg
Put it in the HBWtechDemo\HBWtechDemo\game\data\interiors
That should be it! Hopefully the next time you load the game, it will appear when you hit previous and next.
To create a new apron:
Create a jpg file that is 512 in width and 512 in height.
Name it apronWHATEVERYOUWANT.jpg - it must start with the letters "apron"
Put it in HBWtechDemo\HBWtechDemo\game\data\shapes\ring
There are a couple bugs - like when you constantly preview and preview, the spotlights get faster and faster. Not sure why.
I have included the source code that I've written. Again, this is for fun and education only, so please take whatever elements you would like. This is my first distribution, so if I have distributed code or Torque engine parts that I shouldn't have, please let me know asap.
I hope you enjoy!
www.homebrewwrestling.com/HBWtechDemo.zip
Next up is the character selection and getting into the real meat of the program. I noticed that during playthread animations, if I happen to move a character over the x/y/z plane during the animation, the character snaps back to its original position. This will be a major problem and hopefully there is an option to allow the animation to change the Player's position.
Thanks and God bless! Enjoy! Feedback is always welcome.
Well, today I'm very pleased to release my first torque-built tech demo of my game.
Several years ago on a website called gamingring.com, I released a very similar tech demo. It is basically the create-a-ring functionality.
Let me explain what is in the demo that was in the original.
Basically, here is the options screen:

You'll notice that the user can change the ring mat, the apron, the rope colors, and the light colors.
There are several loaded presets for rings that wrestling fans are familiar with, and some that they are not such as Steelers, Penguins (can you tell where I'm from?) and several holidays.
You can then preview the scene and see the results as per the screenshot below.

Some new things that I have added based on the great (albeit poorly documented - sorry, it is) Torque capabilities.
One is the ability to save a preset of your own. I used the XML console resource to save and load ring presets. Another is the ability to view some of the ring animations.
I have a cyclic animation for the apron cloth slightly moving. I faked cloth animation with bones. You can see the ropes bouncing via the buttons on top, and you can see what happens on impact. The ropes bounce and the apron moves. One thing I don't know if I can do is animate the mat. I chose to use a dif file to get the shadow. But I don't think you can have any kind of animation on dif files. I looked into the resources that add shadows to dts objects, but they produce weird shadows with the ropes.
The main difference is that it's moddable. Modding is huge in the wrestling gamer community and it's something that I couldn't provide to the fans before. Now with Torque, modding can be a reality. And I'm glad. I really want to make a nice simple wrestling engine and have people create mods for it.
To create a new mat:
Create a jpg file that is 512 in width and 512 in height. Feel free to use the mat.psd file in the HBWtechDemo\HBWtechDemo\game\data folder.
Name it mat. WHATEVERYOUWANT.jpg
Put it in the HBWtechDemo\HBWtechDemo\game\data\interiors
That should be it! Hopefully the next time you load the game, it will appear when you hit previous and next.
To create a new apron:
Create a jpg file that is 512 in width and 512 in height.
Name it apronWHATEVERYOUWANT.jpg - it must start with the letters "apron"
Put it in HBWtechDemo\HBWtechDemo\game\data\shapes\ring
There are a couple bugs - like when you constantly preview and preview, the spotlights get faster and faster. Not sure why.
I have included the source code that I've written. Again, this is for fun and education only, so please take whatever elements you would like. This is my first distribution, so if I have distributed code or Torque engine parts that I shouldn't have, please let me know asap.
I hope you enjoy!
www.homebrewwrestling.com/HBWtechDemo.zip
Next up is the character selection and getting into the real meat of the program. I noticed that during playthread animations, if I happen to move a character over the x/y/z plane during the animation, the character snaps back to its original position. This will be a major problem and hopefully there is an option to allow the animation to change the Player's position.
Thanks and God bless! Enjoy! Feedback is always welcome.
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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Submit your own resources!| Matt Huston (Jan 08, 2008 at 21:58 GMT) Resource Rating: 5 |
| Morrie (Jan 08, 2008 at 22:28 GMT) |
I notice in the demo you made WCW, Smackdown, Raw, ect. I would remove them so you don't get sued.
I know its just a demo, but I'de hate to see you get in trouble over it. Have thought about using TGEA for it.
This way you could Normal map the characters. Also its a better engine and maybe you could get someone to publish it for the XBox360 or PS3. I would seriously buy a wrestling game that gives more freedom than other games.
| David Horn (Jan 09, 2008 at 00:43 GMT) |
| Morrie (Jan 09, 2008 at 02:17 GMT) |
| Morrie (Jan 09, 2008 at 02:22 GMT) |
| David Horn (Jan 09, 2008 at 03:08 GMT) |
So yeah, not too interested in taking it beyond the PC. Right now I've purchased the Adam Pack and I was going to modify the skin to create a template for people to use to create wrestlers. What would be the advantage of the Normal Map?
BTW - thanks, Matt.
| Morrie (Jan 09, 2008 at 03:30 GMT) |
| B Korkut (Jan 09, 2008 at 09:11 GMT) |
And I have some ideas for your ring customization screen:
You should make the color decision via one type of component. Either use a combo box or the color picker (rainbow thingy) for all parameters, do not use both. My decision would be putting all components (ropes, spotlight, entrance parts) to a radio button-ish selection system and then choosing the color via the color picker.
Better than that, but a bit more work required, you can put the 3D ring model in the customization screen (not on a seperate preview screen) and pick the components (ropes, spotlight, entrance parts) by clicking on the 3D model and when user edits their color via color picker, update the colors in the moment, provide a preview instantly.
| Matt Huston (Jan 09, 2008 at 09:27 GMT) Resource Rating: 5 |
| Brian Wilson (Jan 09, 2008 at 11:05 GMT) |
| David Horn (Jan 09, 2008 at 13:58 GMT) |
I might add the instantanious preview later - but i don't want to spend all my time in the customize area just yet. but it's definitely something i want to look at doing once the game is well under way.
I would use unlockables, but I'm not sure how I'm setting the game up yet. Previously I just did exhibition matches. Since this will be more of an arcade feel to it, I might go for a mortal kombat "climb-the-tree" season mode. The old super nintendo wrestling games did this. Then, unlockables would be applicable. But I like the achievements idea.
| Chris (Jan 12, 2008 at 03:20 GMT) |
1. Do you plan on having single wrestler and tag team entrances for the game?
2. Unlockables would be great! Will you have unlockable wrestling move sets do you think?
3. How many wrestlers do you plan on having in the game altogether?
Thanks,
nekidsnake
| David Horn (Jan 12, 2008 at 16:04 GMT) |
2. no. I'll just release all of the moves that I create as I create them
3. Same thing - I'll release them as I make them. plus i'd like to give the ability for others to mod wrestlers. so no set number
| Kevin SUndar (Jan 28, 2008 at 07:41 GMT) Resource Rating: 4 |
| David Horn (Jan 28, 2008 at 14:12 GMT) |
Thank you.
| Kevin SUndar (Jan 28, 2008 at 19:36 GMT) Resource Rating: 4 |
| David Horn (Jan 28, 2008 at 20:41 GMT) |
www.gamingring.com
| Kevin SUndar (Jan 29, 2008 at 02:09 GMT) Resource Rating: 4 |
| Kevin SUndar (Jan 29, 2008 at 02:57 GMT) Resource Rating: 4 |
| David Horn (Jan 29, 2008 at 13:33 GMT) |
| Kevin SUndar (Jan 29, 2008 at 23:47 GMT) Resource Rating: 4 |
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4.5 out of 5


