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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.
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.
Recent Blog Posts
| List: | 06/30/08 - AFX 1.1.2 for TGEA 1.7.1 (Limited) Open Beta 2 04/17/08 - AFX 1.1.2 for TGEA 1.7.0 Open Beta 12/13/07 - Preview Pics from AFX for TGEA 07/04/07 - AFX and Bottle Rocket Science 12/18/06 - AFX: Off to a Great Start 10/23/06 - AFX Presents: A Little Night Magic... 07/28/06 - AFX Selectrons and Other Goodies 02/20/06 - Arcane-FX: spellcasting effects for TGE (Update) |
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Submit your own resources!| Nicolas Quijano (Aug 08, 2005 at 18:28 GMT) Resource Rating: 4 |
Keep it up
| FruitBatInShades (Aug 08, 2005 at 18:31 GMT) |
| Greg Gardinier (Aug 08, 2005 at 18:33 GMT) |
| Jeff Gran (Aug 08, 2005 at 18:34 GMT) |
| Thomas \"Man of Ice\" Lund (Aug 08, 2005 at 18:46 GMT) |
| Jim Evans (Aug 08, 2005 at 18:53 GMT) |
| Canon (Aug 08, 2005 at 18:57 GMT) |
I want it!!!!!
| Anton Bursch (Aug 08, 2005 at 18:59 GMT) |
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) |
| Prairie Games (Aug 08, 2005 at 19:07 GMT) Resource Rating: 5 |
| Jay Barnson (Aug 08, 2005 at 19:11 GMT) |
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) |
| Unsung Zero (Aug 08, 2005 at 19:13 GMT) |
I don't see a "Summon Iron Chef" spell in the Icon Tray :[
| Matthew Durante (Aug 08, 2005 at 19:28 GMT) |
Edited on Aug 08, 2005 19:29 GMT
| Pat Wilson (Aug 08, 2005 at 19:31 GMT) |
| Alex Swanson (Aug 08, 2005 at 19:34 GMT) |
| Chip Lambert (Aug 08, 2005 at 19:38 GMT) |
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 |
*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) |
got a movie of the effects in action?
| Jeff Faust (Aug 08, 2005 at 20:00 GMT) |
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) |
| Steve Kilcollins (Aug 08, 2005 at 20:06 GMT) |
Looking forward to this.
| Tim Sullivan (Aug 08, 2005 at 20:17 GMT) |
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) |

- Brett
PS: That's damn cool looking..
Edited on Aug 08, 2005 23:57 GMT
| Timothy Aste (Aug 08, 2005 at 21:55 GMT) |
| Gabrial Hartnett (Aug 08, 2005 at 22:13 GMT) |
Keep up the great work.
| Jeremy Alessi (Aug 08, 2005 at 22:29 GMT) |
| Matt Fairfax (Aug 08, 2005 at 22:38 GMT) |
| Ben Garney (Aug 08, 2005 at 22:40 GMT) |
| Ron Yacketta (Aug 08, 2005 at 23:49 GMT) |
| Josh Moore (Aug 08, 2005 at 23:58 GMT) |
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) |
| Chris Newman (Aug 09, 2005 at 01:36 GMT) |
| Arland (Barry) Woodham (Aug 09, 2005 at 02:53 GMT) |
| Louis Dargin (Aug 09, 2005 at 05:28 GMT) |
| Greg Ellwood (Aug 09, 2005 at 07:47 GMT) Resource Rating: 5 |
This is definitely on my 'essential purchase' list. :)
-Greg.
| Jeff Faust (Aug 09, 2005 at 16:40 GMT) |
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) |
| Hans (Aug 18, 2005 at 19:30 GMT) |
i will deff buy this when it is done
dam nice work Jeff and Matt
| Rob Green (Sep 01, 2005 at 03:58 GMT) |
| Jeffrey Bakker (Oct 04, 2005 at 19:44 GMT) |
| Sid Clink (Nov 21, 2005 at 19:10 GMT) Resource Rating: 5 |
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4.9 out of 5


