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Oust Play Control
Oust Play Control
| Name: | Jeremy Alessi | ![]() |
|---|---|---|
| Date Posted: | Jan 29, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jeremy Alessi |
Blog post
I re-started on Oust from scratch ... or nearly so by switching to the 1.4 tutorial.base build of Torque. This has allowed me to learn considerably more about each little component of a Torque game ... many of which can easily be taken from granted when beginning from one of the starter packs.
As it is now I have all the general C++ and script modifications that I had previously added back in. I then tackled an easy issue that turned out to be quite rewarding. For those who played the game at IGC ... you might remember that the lunge was very useful but also very linear. If you set your mark wrong when first lunging you'd just miss and there was no adjustment to be made after the very first initialization of a lunge.
Today I made a cool little modification by scheduling several impulses along a timeline instead of one large impulse right when you pressed shift and fire. Now the lunge can arc ... and essentially be adjusted as you are swooping in. This allows you to really zero in on what you want to hit. It's not automated ... you still have to track where the impact is going to take place ... but it's a much more fluid process instead of very linear and easy to miss maneuver.
I've also now developed 2 themes for this game ... both of which can co-exist in harmony and I think will both be commercially successful for their respective audiences. I really can't wait to unleash the themes but at this point I cannot talk about them any further.
As it is now I have all the general C++ and script modifications that I had previously added back in. I then tackled an easy issue that turned out to be quite rewarding. For those who played the game at IGC ... you might remember that the lunge was very useful but also very linear. If you set your mark wrong when first lunging you'd just miss and there was no adjustment to be made after the very first initialization of a lunge.
Today I made a cool little modification by scheduling several impulses along a timeline instead of one large impulse right when you pressed shift and fire. Now the lunge can arc ... and essentially be adjusted as you are swooping in. This allows you to really zero in on what you want to hit. It's not automated ... you still have to track where the impact is going to take place ... but it's a much more fluid process instead of very linear and easy to miss maneuver.
I've also now developed 2 themes for this game ... both of which can co-exist in harmony and I think will both be commercially successful for their respective audiences. I really can't wait to unleash the themes but at this point I cannot talk about them any further.
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Submit your own resources!| Stefan Lundmark (Jan 29, 2006 at 20:50 GMT) |
| Ian Omroth Hardingham (Jan 29, 2006 at 20:53 GMT) |
| Jeremy Alessi (Jan 29, 2006 at 21:01 GMT) |
| Jesse (Midhir) Liles (Jan 29, 2006 at 22:19 GMT) |
| Stefan Lundmark (Jan 29, 2006 at 23:32 GMT) |
Good luck.
| Jeff Gran (Jan 30, 2006 at 00:47 GMT) |
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