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Yet More Wall Antics

Yet More Wall Antics
Name:Paul /*Wedge*/ DElia
Date Posted:Apr 16, 2006
Rating:2.0 out of 5
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Blog post
Wee, I made a much better mockup level tonight, heavily based on a map from one of the games I've been using as inspiration. Kinda fun to go back and relearn QuArK, at least until I try to get some serious art out of it ;P.



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I'm back in school now for the final quarter of a Game Design degree. Not so hyped about getting it now as I was when I started 2-3 years ago, but I didn't have much a choice once I'd started. In any case it should be a fun last quarter. My occasional dawdlings with a third person action game in TGE have now become my final thesis like project for the degree. I met an artist in class who might be trying to do some characters for little project. He's shown some nice concept work, so it could end up with something interesting.

I've been experimenting with various manners of cel shading. Found all the existing resources on the site were pretty useless. I have noticed a few non-tge demos that has some nice effects done with standard OpenGL, and a couple people suddenly working on such things that might end with a code based solution. It's beyond my skill though, so for now I've found normal flipped overlay meshes work pretty well. Even looking into a ridiculously roundabout way to convert .map files to meshes to make overlays for those if need be. For a second I thought just using the debug render mode might work nice ;P

I've finally setup a quick mock level, to provide a better test environment than oddly scaled and rotated village houses. No more terrain or water in the mission either, as I don't have plans for any serious use of them. It helped me find a few bugs in my wall running and other acrobatics, so I went back and cleaned up and tweaked some of that. Tonight I went in and added vertical wall scaling, that lets you pop up to a higher level by running straight up a wall. Even threw in another horribly hacked up Jill run sequence to go with it. Tried doing dynamic player rotations at one point, and found that made a big mess, decided pre-made animations are the way to go for what I need.



Since I sadly didn't get an internship at GG, I'm making up my internship credit by teaching at my school now as well. One of my teacher's was at GDC and met the GG guys there. Apparentley they inspired him to get the school to buy some TGE stuff, and replace the mucky old WildTangent class with a Torque class. Unfortunately there is no one on campus that's ever actually used Torque. So now I'm going to be trying to help a 3D Art instructor and a cadre of lost souls that've seen nary a line of code in their lives, to try and do _something_ with TGE this quarter. Should be fun. Maybe some of them will even read this ;D.

Recent Blog Posts
List:10/13/06 - What I Did On My Summer Vacation
05/29/06 - Melee And More...
04/28/06 - Fun With Animation
04/16/06 - Yet More Wall Antics
03/28/06 - Third Person Action Gamey Goodness

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Allyn "Mr_Bloodworth" Mcelrath   (Apr 16, 2006 at 14:34 GMT)
WildTangent, based on the Genissis3D engine, yeah, they needed to update. lol.

your works looking good.

Robert Buckley   (Apr 17, 2006 at 15:15 GMT)
I can tell where you got this idea from. Gunz Online is truly a fun game and I wantedt to do something similar as well. Good luck. I think that torque has much better net code to work with than the MAiet Team has in their engine. Also I think the graphical capabilities of torque looks better as well. I hope that this all works out well...Good luck

Paul /*Wedge*/ DElia   (Apr 17, 2006 at 22:15 GMT)
Yeah the P2P netcode worked okay inside a small space like South Korea, but it just dies when stretched over a distance. Also it was pitifully easy to hack. The glitches and exploits in the game that the devs decided to leave as "features", didn't really amuse me much either. I've got player movement up to and beyond the level of Gunz now. Also have a more modular and interesting setup for dual weapon wielding. Next big thing to work on is the melee/blocking system, which I've got a solid base for already.

Riley Prigg   (Apr 29, 2006 at 01:46 GMT)
I am looking forward to how this will continue to evolve.

Congrats on the internship!. I guess now I will have to learn this stuff on my own. Just yesterday as we were all trying to figure out something in class I looked over to where you usually sit and thought, "crap, I sure wish Paul was here to answer this." Oh well, it will be good for me to learn a little something new.

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