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Plan for Jeff Faust

Plan for Jeff Faust
Name:Jeff Faust
Date Posted:Aug 08, 2005
Rating:4.9 out of 5
Public:YES
Comments:YES
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Profile Page:View profile page for Jeff Faust

Blog post
Arcane-FX: a spellcasting effects system for the Torque Game Engine
I've been a Torque Game Engine user for more than a year, but this is my first .plan and the first public information about a project I've been working on with help from, Matthew Durante.

It all started a number of months ago when, after logging a number of hours playing World of Warcraft, I started designing a small spellcasting game that was neither a MMORPG nor an RPG, but would require some of the magical elements typically seen in both genres. I thought the game would be an excellent subject for the Torque engine, so I started experimenting and soon discovered that Torque lacked a number of features that the game would need. Still feeling that Torque was a good starting point, I continued with my experiments and an interim project was born, a spellcasting effects system for Torque dubbed Arcane-FX.

I decided that a spellcasting effects system might be useful in other games and perhaps to the Torque community at large. So from the beginning, I've developed Arcane-FX as an independent Torque add-on package. Something akin to the RTS Starter Kit or the Lighting Pack.

What is Arcane-FX? Basically, it's a small specialized animation system, controlled by script, for crafting the kind of magic effects seen in World of Warcraft, and EverQuest II.



Here are some of the features:

Flexible Spell System

The flexible spell system can represent a large varied assortment of magic spells: quick instant spells, elaborate conjuring spells, long-lasting buff and de-buff spells, damage over time spells, area effect spells, guided projectile spells, creature summoning spells, resurrection spells, teleportation spells, and more.

Generalized Effects System

A generalized effects system allows many different types of special effects to be controlled using the same method. Explosions, particle emitters, sound effects, animated models, character animations, lights, script events, specialized terrain decals, and others, are all timed and positioned using a common mechanism.

Powerful Constraint System

The position and orientation of any effect can be independently constrained to the casting character, the target character, the spell's projectile, the projectile's impact point, as well as any named object in the scene, including specific named nodes of characters and other ShapeBase objects. Effects can even be oriented to face the camera or any other object.

Custom Special Effects

The system includes customized effects including what we call zodiacs, specialized terrain decals that are useful for rune rings, explosion shockwaves, scorched earth stains, and selection indicators.

GUI Enhancements

A number of GUI enhancements improve Torque's handling of interfaces that make greater use of mouse input for target selection and interface operation. The system also includes specialized GUI controls such as a multi-page spellbank for casting spells.

Sample Spells

Finally, the package includes a large selection of sample spells. These spells, many crafted by Matthew Durante, are complete examples of spells that represent the range of spells typically found in an RPG or MMORPG. Some examples:

Flame Broil A basic fireball spell with some lingering damage over time.

Great Ball of Fire A powerful high-level spell which throws a gigantic fireball with correspondingly huge explosion effects.

Spirit of Roach A typical buff spell with a long lasting effect.

Mapleleaf Frag A leafy nature spell that deals direct damage.

Reaper Madness The obligatory resurrection spell.

Well, that's a quick overview of Arcane-FX. Please comment, and let us know if this package might be useful for your own projects.



View additional screenshots here.

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02/20/06 - Arcane-FX: spellcasting effects for TGE (Update)

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Nicolas Quijano   (Aug 08, 2005 at 18:28 GMT)   Resource Rating: 4
Nifty :)
Keep it up

FruitBatInShades   (Aug 08, 2005 at 18:31 GMT)
That looks amazing! How do you do those decal style effects?

Greg Gardinier   (Aug 08, 2005 at 18:33 GMT)
WOW, This is great stuff! When will you make it avialable? I would give you 30 bucks for this right now. We really need good special effects in the project I am working on right now and this would be a great reasource.

Jeff Gran   (Aug 08, 2005 at 18:34 GMT)
THAT IS FREAKING SWEET! I don't have the slightest use for it in my current project, but it makes me want to make a spellcasting game... that is really awesome. What are your plans for releasing it?

Thomas \"Man of Ice\" Lund   (Aug 08, 2005 at 18:46 GMT)
Damn cool. I would buy this hands down if I was about to make a magic using game or any RPG

Jim Evans   (Aug 08, 2005 at 18:53 GMT)
Looks impressive, great work

Canon   (Aug 08, 2005 at 18:57 GMT)
Very impressive ... a lot of potential!
I want it!!!!!

Anton Bursch   (Aug 08, 2005 at 18:59 GMT)
THIS IS ONE OF THE TOP 5 COOLEST THINGS I'VE SEEN IN TORQUE!!!!!

I will buy this if you sell it. My next game, after this puzzle game I'm finishing up on, is a game called The Path of the Mage and it's ALL about spells and your pack is JUST what I need!! If you don't sell this as a pack then talk to me about just licensing it to me personally cause I want to use it. AWESOME JOB!!

EDIT - I hope that you guys submit something to the Snapshot of the Day.
Edited on Aug 08, 2005 19:54 GMT

Ron Yacketta   (Aug 08, 2005 at 19:07 GMT)
I am sure RW (Realm Wars) could use this!

Prairie Games   (Aug 08, 2005 at 19:07 GMT)   Resource Rating: 5
This stuff would be put to good use in our game.

Jay Barnson   (Aug 08, 2005 at 19:11 GMT)
I want to buy this RIGHT NOW.

What's the Estimated Time of Release? Please contact me.

Couple of quick questions: The decal sustem works okay in interiors as well as exteriors, correct? How well does it handle a player standing on uneven terrain?
Edited on Aug 08, 2005 19:16 GMT

Andrew Nicholson   (Aug 08, 2005 at 19:11 GMT)
Looking good, looking very good...

Unsung Zero   (Aug 08, 2005 at 19:13 GMT)
Amazing. I like the zodiacs!
I don't see a "Summon Iron Chef" spell in the Icon Tray :[

Matthew Durante   (Aug 08, 2005 at 19:28 GMT)
This looks pretty good... I wonder if they'll be able to get a MapleLeaf tornado working...? Oh well off jogging.
Edited on Aug 08, 2005 19:29 GMT

Pat Wilson   (Aug 08, 2005 at 19:31 GMT)
Wow...THAT is awesome. Good work.

Alex Swanson   (Aug 08, 2005 at 19:34 GMT)
Wow! Keep up the good work!

Chip Lambert   (Aug 08, 2005 at 19:38 GMT)
Give me a page...

I'll give you a credit card number...

Please release this... Save me some time and money (Won't have to spend so much on Mt Dew, booze and well mainly booze)

Chip

Rodney (OldRod) Burns   (Aug 08, 2005 at 19:55 GMT)   Resource Rating: 5
That is awesome! The Torque engine keeps looking better and better :)

*edit* I love the Reaper Madness screenshot "Dead Orc" in the target window :)
Edited on Aug 08, 2005 19:56 GMT

Clint S. Brewer   (Aug 08, 2005 at 19:57 GMT)
looks cool.

got a movie of the effects in action?

Jeff Faust   (Aug 08, 2005 at 20:00 GMT)
Wow, look at all the comments already. Thanks for the compliments! I must pass along a big kudos to Matt Durante for designing some very cool spell effects and for pushing the system farther than I thought it would go.

Many of you clearly want to know when it will be available, but I'm afraid I can't give a good answer yet :(. This is our first public announcement on this, so we'll be learning a lot from your feedback and the overall reaction. All of the features described are working pretty well, but there are plenty of loose ends to tie up before it's ready for release. However, given all the positive responses we'll be looking for ways to accelerate the completion.

Michael \"Evic\" Wales   (Aug 08, 2005 at 20:05 GMT)
That looks awesome... I can think of many indirect uses for something like this on a variety of projects. Looking forward to a release - you ought to talk to GG about making it an add-on, they could definitely point you in the write direction to get it ready for the public.

Steve Kilcollins   (Aug 08, 2005 at 20:06 GMT)
My game doesn't use spells... but my weapons I want to have all sorts of special effects. so I would buy this pack (even for future stuff) just to learn how you did things. The decals, targeting, selecting, etc.. There is a lot of other benefits to this pack besides just the "spells".

Looking forward to this.

Tim Sullivan   (Aug 08, 2005 at 20:17 GMT)
It's funny, my game has some very subtle needs for spell effects, so this would work very well for me. I'd shell out some money for it.

I'd love to see some videos or a demo to get an idea of how it looks in motion.

Good job!

Brett Fattori   (Aug 08, 2005 at 21:09 GMT)
I'm guessing the zodiacs/terrain decals spawned from the shadow code? At least, if I were doing something similar (like skid marks, or placing decals on uneven surfaces) I'd use the shadow code.



- Brett

PS: That's damn cool looking..
Edited on Aug 08, 2005 23:57 GMT

Timothy Aste   (Aug 08, 2005 at 21:55 GMT)
Very awesome ! :)

Gabrial Hartnett   (Aug 08, 2005 at 22:13 GMT)
Your system looks amazing. It also looks like it would be a great fit for one of my scheduled projects. I will be eagerly awaiting more information on this one.

Keep up the great work.

Jeremy Alessi   (Aug 08, 2005 at 22:29 GMT)
Bad@$$! I want it ... seems like something you'd want to put in any game just because it's cool ;)

Matt Fairfax   (Aug 08, 2005 at 22:38 GMT)
Awesome!

Ben Garney   (Aug 08, 2005 at 22:40 GMT)
Very nice - good to see people really sinking their teeth into the engine! Got any videos of the effects?

Ron Yacketta   (Aug 08, 2005 at 23:49 GMT)
looking for alpha/beta testers?

Josh Moore   (Aug 08, 2005 at 23:58 GMT)
wow, this is seriously cool. I will definetly buy this when it comes out.

I'd love to see this in Josh Ritter's game ASAP. ;)
Edited on Aug 08, 2005 23:59 GMT

Gary Preston   (Aug 09, 2005 at 00:03 GMT)
Now that does look impressive and as Ben said "got any videos" :)

Chris Newman   (Aug 09, 2005 at 01:36 GMT)
I think maybe we will switch our Stragety/Tactics game from T2D to TGE with this pack!!!

Arland (Barry) Woodham   (Aug 09, 2005 at 02:53 GMT)
Just to add to the ton of praise comments. This is really one of the coolest things I have seen in Torque yet. I am definately interested in getting it when you release it.

Louis Dargin   (Aug 09, 2005 at 05:28 GMT)
That looks really, really good.

Greg Ellwood   (Aug 09, 2005 at 07:47 GMT)   Resource Rating: 5
Looking awesome! I'd love to see some video of these in action.

This is definitely on my 'essential purchase' list. :)

-Greg.

Jeff Faust   (Aug 09, 2005 at 16:40 GMT)
Some of you have asked about the "zodiacs"... here's some info.

The zodiacs use the same basic techique that the RTS Starter Kit uses to show rings under selected units. The projection is different (the RTS rings are discontinous across polygon seams) and many enhancements have been added (color, alpha, rotation, scale, blend, etc.). Briefly, the effects system adds zodiac descriptions to a list and the terrain system takes each zodiac on the list, creates terrain fitting triangles, projects the zodiac texture onto the triangles, and renders them. The system can handle a surprising number of them and very large ones too (those used for explosion shockwaves.)

It's important to note that most of the terrain decal effects seen in the screenshots are not single zodiacs. Matt's spells use layered zodiacs to create various glows and elaborate details.

@Jay Barnson: Zodiacs currently only work on terrain, not on interiors. I'm looking into ways to make them work with interiors. (This is probably the biggest missing feature right now.) The zodiacs look as good as they can on uneven terrain, meaning they fit the terrain shape exactly and don't break up across poly edges or anything that.

Gareth Fouche   (Aug 10, 2005 at 06:58 GMT)
I will certainly buy this when you release it, truly excellent work.

Hans   (Aug 18, 2005 at 19:30 GMT)
this is diffently one of the most promising thing i have seen done with the Torque Game Engine.
i will deff buy this when it is done

dam nice work Jeff and Matt

Rob Green   (Sep 01, 2005 at 03:58 GMT)
Jeff, we're all dying to try this out. I'm pretty sure you'll have a very high volume of sales on this. You should definitely package it up and sell it.

Jeffrey Bakker   (Oct 04, 2005 at 19:44 GMT)
Awesome job! I think I need to change my pants now...

Sid Clink   (Nov 21, 2005 at 19:10 GMT)   Resource Rating: 5
Nice work! This kind of resource is a boon to all of us non-artists. I'm ready to hand over my hard-earned cash :)

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