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Plan for Jeff Faust
Plan for Jeff Faust
| Name: | Jeff Faust | ![]() |
|---|---|---|
| Date Posted: | Nov 08, 2005 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Jeff Faust |
Blog post
Arcane-FX: a special effects system for the Torque Game Engine (Update)
First, to all of you have been waiting to hear more about Arcane-FX, I apologize for dropping off the radar for a while. I had another work-for-hire project that needed my full attention for a couple of months, and that pushed AFX to the back seat in my priorities. That project is Gold now, so I'm back on Arcane-FX fulltime for a stretch... and things are quickly moving forward.

Progress Report
Actually, the AFX project wasn't totally stalled. While I was otherwise occupied, Matthew Durante continued work on some great new magic spells and I've linked to some screenshots of these in this plan. His new spells feature such wonders as: a raging leaf tornado projectile, gushing streams of blood, a giant caterpillar crawling up the orc mage, an exploding cocoon, swarming moths, and a gigantic hammer.
I've been making targeted improvements to the system, consolidating code changes, and fixing errors and strange behaviors. We recently made a small but powerful change to how procedural effect animation works and this has opened up many new possibilities. One of which is the ability for effects to conform to the ground shape. For example, the ring-of-fire effect seen in earlier postings will now take on the shape of uneven terrain.
Also, having been away from the code for a bit, I've been able to take a fresh look at the whole system which has been most helpful for getting the documentation started. I'm also reframing the system more broadly as a special effects system, instead of merely a spellcasting system. Magic spells will remain its strong suit at first, but a fairly small portion of the code is specific to magic casting, so it will soon begin evolving into other effects areas.

Moving Forward
In the short term, I need to evaluate the ramifications of Torque 1.4 and get AFX upgraded to that version as soon as it's available. Then it's a matter of getting ready to take on some outside testers. This is something I'll want to ramp up gradually, starting out with just one or two testers. If everything goes well, I may be ready for the first testers in a matter of weeks and once some of the logistics are in place, the number of testers can probably grow.
Finally, just today, I've started the launch of a new Arcane-FX website. It'll be at least a week before there's anything to see, so I won't post a URL yet, but this will be a nice central location to keep up-to-date with the progress. It will also have a much bigger bandwidth capacity so I'll no longer burn up my quota every time I post a new movie.
When can I get it? How much will it cost?
I get these questions a lot. My hope is to have AFX published as a Dev Tool in the GarageGame's Torque Store. I've had some discussions with the folks at GarageGames and the outlook for this is quite positive, but they've been very busy with their current projects, and as yet, we have not completed a productization plan. I don't want to make false promises, so these questions will have to remain unanswered for a little while longer.
Once AFX is available, I'd like to also offer a series of special effects packs. Initially these would take the form of magic spell collections, but would eventually move into other special effects areas.
Well, that's all for this plan... I'll post an update when the new website is ready for visitors.

View all screenshots and movies here.

Progress Report
Actually, the AFX project wasn't totally stalled. While I was otherwise occupied, Matthew Durante continued work on some great new magic spells and I've linked to some screenshots of these in this plan. His new spells feature such wonders as: a raging leaf tornado projectile, gushing streams of blood, a giant caterpillar crawling up the orc mage, an exploding cocoon, swarming moths, and a gigantic hammer.
I've been making targeted improvements to the system, consolidating code changes, and fixing errors and strange behaviors. We recently made a small but powerful change to how procedural effect animation works and this has opened up many new possibilities. One of which is the ability for effects to conform to the ground shape. For example, the ring-of-fire effect seen in earlier postings will now take on the shape of uneven terrain.
Also, having been away from the code for a bit, I've been able to take a fresh look at the whole system which has been most helpful for getting the documentation started. I'm also reframing the system more broadly as a special effects system, instead of merely a spellcasting system. Magic spells will remain its strong suit at first, but a fairly small portion of the code is specific to magic casting, so it will soon begin evolving into other effects areas.

Moving Forward
In the short term, I need to evaluate the ramifications of Torque 1.4 and get AFX upgraded to that version as soon as it's available. Then it's a matter of getting ready to take on some outside testers. This is something I'll want to ramp up gradually, starting out with just one or two testers. If everything goes well, I may be ready for the first testers in a matter of weeks and once some of the logistics are in place, the number of testers can probably grow.
Finally, just today, I've started the launch of a new Arcane-FX website. It'll be at least a week before there's anything to see, so I won't post a URL yet, but this will be a nice central location to keep up-to-date with the progress. It will also have a much bigger bandwidth capacity so I'll no longer burn up my quota every time I post a new movie.
When can I get it? How much will it cost?
I get these questions a lot. My hope is to have AFX published as a Dev Tool in the GarageGame's Torque Store. I've had some discussions with the folks at GarageGames and the outlook for this is quite positive, but they've been very busy with their current projects, and as yet, we have not completed a productization plan. I don't want to make false promises, so these questions will have to remain unanswered for a little while longer.
Once AFX is available, I'd like to also offer a series of special effects packs. Initially these would take the form of magic spell collections, but would eventually move into other special effects areas.
Well, that's all for this plan... I'll post an update when the new website is ready for visitors.

View all screenshots and movies 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!| Vashner (Nov 08, 2005 at 17:23 GMT) |
| Rodney (OldRod) Burns (Nov 08, 2005 at 17:27 GMT) |
Looking better all the time. Can't wait for this! :)
| Kirby Webber (Nov 08, 2005 at 17:27 GMT) |
Does it strike anyone else as ironic/ strange/ freaky that a guy named Faust is working on Arcane FX?
~ Sorry, couldn't resist! =P
| Unsung Zero (Nov 08, 2005 at 17:38 GMT) |
| Timothy Aste (Nov 08, 2005 at 17:42 GMT) Resource Rating: 5 |
| Gary Preston (Nov 08, 2005 at 17:51 GMT) |
| Andrew Hull (Nov 08, 2005 at 18:23 GMT) Resource Rating: 5 |
| Jay Barnson (Nov 08, 2005 at 20:07 GMT) |
I'm really looking forward to this one.
| Dylan Fitterer (Nov 08, 2005 at 20:43 GMT) |
| Media @ KrabbitSoft Studios Inc. (Nov 08, 2005 at 20:44 GMT) |
Edited on Dec 06, 2005 17:19 GMT
| Jesse (Midhir) Liles (Nov 08, 2005 at 20:45 GMT) |
This will work great for my Shadowrun-like game concept =)
| Canon (Nov 08, 2005 at 20:50 GMT) |
Christophe
| Andrew Nicholson (Nov 08, 2005 at 23:33 GMT) |
Cool...
| Josh Williams (Nov 09, 2005 at 00:28 GMT) |
| Peter Simard (Nov 09, 2005 at 00:58 GMT) |
| Clint S. Brewer (Nov 09, 2005 at 07:54 GMT) |
no? I think you do!
A Thor's Hammer spell video
well?
| Christian S (Nov 09, 2005 at 08:09 GMT) |
Keep the spirit up!
| Dreamer (Nov 14, 2005 at 09:08 GMT) |
| BrokeAss Games (Nov 25, 2005 at 04:24 GMT) |
I'm interested in TGE 1.3 code.
@Dreamer: You distract him, I'll pick his pocket...
Ari
| Isaac (Jan 20, 2006 at 03:54 GMT) |
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