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Plan for Jim Rowley
Plan for Jim Rowley
| Name: | Jim Rowley | |
|---|---|---|
| Date Posted: | Mar 17, 2003 | |
| Rating: | Not Rated | |
| Public: | NO | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jim Rowley |
Blog post
Learning what I can about Torque and putting those efforts into a small game design to bring everyone a modern rendition of the old classic Asteroids.
I've been very busy learning what I can about Torque and putting that information gained into a small game effort to create Roids Blaster, a modern rendition of the old classic Asteroids.
I've been on mental excursions learning the glitches with environment mapping and LOD using Max3 and no Multires plug-in (I still need to use unMessDTS for some reason?), learning how to add basic sounds to the game and navigating some current OpenAL driver issues, testing flyingvehicle code to implement the asteroids and creating functional HUD's that mimic the original game.
All that has gone very well and the game is in a playable state sans flying saucers. Since I've completed the basic graphics, huds, gameplay, and sounds now, my plan is to put the saucers in next and then go back and spend time refining all of the models, art, guis, sounds, and gameplay.
I must say that from what I've learned about programming and development with Torque, the engine is very functional, quite broad, and very easily manipulated to do what I want for this project. I believe it will be quite easily applicable to many future game ideas.
I've been on mental excursions learning the glitches with environment mapping and LOD using Max3 and no Multires plug-in (I still need to use unMessDTS for some reason?), learning how to add basic sounds to the game and navigating some current OpenAL driver issues, testing flyingvehicle code to implement the asteroids and creating functional HUD's that mimic the original game.
All that has gone very well and the game is in a playable state sans flying saucers. Since I've completed the basic graphics, huds, gameplay, and sounds now, my plan is to put the saucers in next and then go back and spend time refining all of the models, art, guis, sounds, and gameplay.
I must say that from what I've learned about programming and development with Torque, the engine is very functional, quite broad, and very easily manipulated to do what I want for this project. I believe it will be quite easily applicable to many future game ideas.
Recent Blog Posts
| List: | 05/30/04 - Plan for Jim Rowley 05/05/04 - Plan for Jim Rowley 03/17/03 - Plan for Jim Rowley 04/03/01 - Plan for Jim Rowley |
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Submit your own resources!| Craig Ball (Mar 18, 2003 at 07:51 GMT) |
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