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Homebrew Wrestling - first gameplay video
Homebrew Wrestling - first gameplay video
| Name: | David Horn | |
|---|---|---|
| Date Posted: | May 19, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for David Horn |
Blog post
So now that I've gotten past the Torque-specific problems, I now have the daunting task of actually making a halfway-fun game. Right now, everything's working well. I have a custom "animate" function that will allow me to pass such parameters as which animation to call, if the animation is to effect the position, if the wrestler should clear his focus for the duration, etc. The only thing that worries me from a Torque perspective right now is the limit to the number of animations. I have it cranked up according to several forum posts and tutorials, but the fact that I had to do that in the first place kinda scares me. I have almost 90 animations already and that's just scratching the surface.
Almost all of the in-ring stuff is done. I just have some top-rope and submission stuff to do. Then, it's on to the outside antics... as well as starting to program the pinning and the A.I.
I'm kind of breaking the rules as far as optimization in the sense that almost all of my programming is being done via Torque script instead of C++. As this is a non-profit educational project, I'd like to leave it as "open-source" as possible. So that as I release it, anyone can go into the code, and see how things work. Or don't work :)
I did notice the framerate dropping. I couldn't figure out what was causing it. I started (sadly) to delete my audience members and replacing them with just static shapes, but nothing helped. Then, just on a whim, I started to delete the lights. Bingo. The framerate went WAAAAY up. Smooth as silk. So I began to code back in the audience members (because of course I forgot to save an older version) and everything is still smooth. I just have less lights than before.
I've also changed up the gameplay. So far I've been very concerned with the keyboard users. It was to the point where it was hindering the gameplay. Now, I don't really care. I'm concentrating on the Xbox 360 controller. It will still be fine on the keyboard, but there will be more keys needed.
So no tech-demo this time as things are just not really in a playable state. However, I do have the first gameplay video available here...
youtube.com/watch?v=4724uzZlhD4
That's all for now.
Thanks and God bless!
Almost all of the in-ring stuff is done. I just have some top-rope and submission stuff to do. Then, it's on to the outside antics... as well as starting to program the pinning and the A.I.
I'm kind of breaking the rules as far as optimization in the sense that almost all of my programming is being done via Torque script instead of C++. As this is a non-profit educational project, I'd like to leave it as "open-source" as possible. So that as I release it, anyone can go into the code, and see how things work. Or don't work :)
I did notice the framerate dropping. I couldn't figure out what was causing it. I started (sadly) to delete my audience members and replacing them with just static shapes, but nothing helped. Then, just on a whim, I started to delete the lights. Bingo. The framerate went WAAAAY up. Smooth as silk. So I began to code back in the audience members (because of course I forgot to save an older version) and everything is still smooth. I just have less lights than before.
I've also changed up the gameplay. So far I've been very concerned with the keyboard users. It was to the point where it was hindering the gameplay. Now, I don't really care. I'm concentrating on the Xbox 360 controller. It will still be fine on the keyboard, but there will be more keys needed.
So no tech-demo this time as things are just not really in a playable state. However, I do have the first gameplay video available here...
youtube.com/watch?v=4724uzZlhD4
That's all for now.
Thanks and God bless!
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!| Jondo (May 19, 2008 at 14:46 GMT) |
Almost 90 DSQs... you are just warming up!
Did you go with a biped based skeleton, or are they .bvh based? Its a very nice group of wrestling moves, well delivered in Torque.
I'd be curious to learn about how you setup the tandem animations (in script/engine). Its territory we haven't entered yet, but need to. I've got some great two-character sequences, but no idea how to activate both, take control of one player, etc...I think that would make a great blog topic ;)
Jondo
| Steve D (May 19, 2008 at 15:03 GMT) |
| Dave Young (May 19, 2008 at 15:44 GMT) |
| Matt Huston (May 19, 2008 at 17:17 GMT) |
| Steve D (May 19, 2008 at 18:05 GMT) |
| David Horn (May 19, 2008 at 18:24 GMT) |
@Jondo
They are biped based. Character studio to be specific. The key to that is making the player bounding box a little bit small than the default, so the characters can interact. But animatin them is pretty simple. All of the wrestlers in my game are AIPlayers. So at the given moment, I posiiton them correctly and then call two animate function calls. Then I have an "animation done" listener to determine what comes next.
@Steve
It's a texture swap. setSkinName...
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12853
| Matt Fairfax (May 19, 2008 at 18:34 GMT) |
That is actually one of the more impressive things I have seen done with Torque! Keep up the good work =)
| Anthony Rosenbaum (May 19, 2008 at 19:49 GMT) |
| Andy Hawkins (May 19, 2008 at 23:32 GMT) |
Good luck and I hope to try it soon!
| Clint Herron (May 20, 2008 at 16:45 GMT) |
Call me silly, but one of the things I like the best is the way that the ring ropes shake when you do a slam. :) I think that's just great attention to detail, and I enjoy it.
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