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Space Sim, Content Discussion and Resource Updates (Screenshot)

Space Sim, Content Discussion and Resource Updates (Screenshot)
Name:James Laker (BurNinG)
Date Posted:Apr 24, 2006
Rating:Not Rated
Public:YES
Comments:YES
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Profile Page:View profile page for James Laker (BurNinG)

Blog post
Goeie More (Good Morning)

It's been a while since I've actually created a plan/blog. The reason was that I never really had anything concrete or complete enough to show. I've had TGE for a while now, but never really got into the whole mindset of creating complete selling games with it. That might sound strange, I know.

Torque to me is a hobby. Something I play around with when I'm bored. Something I can talk about to my friends and make them go "Oooooo...." and "AAAAaaaaa....". I usually start prototyping an idea, and that's where it stops. So I've gone through resources, done some updates, created a resource or 2. Nothing spectacular. I usaully get to this one point... and I'm stuck. The evil word is called Content!

Now for me being a TGE hobbyist, it's hard to find content for all the ideas a person, like any of us here, have. Remember when you thought of the next biggest selling First Person Shooter. Or was it the coolest looking arcade racer that could apeal to everyone? Maybe the GTA remake... just better! For me the one problem keeps hitting me in the face with a 15 pound hammer; Content.

Everyone wants money for anything. Understandably so. And to make things even worse is the fact that I live here (South Africa) where our currency really sucks against the major currencies. So buying a addon like the lighting pack isn't really that cheap. Buying awesome models costs a good percentage of a persons salary around here... So content for a game for a hobbyiest like me, is a problem. Point made!

I thought about actually creating a small bike game after playing MX vs ATV, which I thought can easily be improved with TGE. Only content is some Trees/Bikes/Barriers/Players.... That's not much when you think about other genres (RTS/FPS). Got too a point where the bike physics just gotten too complicated for me, and lost interest. Not being english makes simple words like anglular and linear momentum a bitch, and those are the easy things.

What now... So after talking a good friend of mine about games and the industry. He asked me why not create a top down 2D space shooter... And it hit me. The only content will the Ships, asteroids, Planets, and Skyboxes. The rest will be particles/animated textures etc. Me and my friend then went to a this upmarket steakhouse we always go to, got drunk in the cigar lounge and started brainstorming (more like brainspilling with all the beer we had). Cool ideas came from it! I haven't been as excited about this game like any other idea before.

We went home and so I started implementing resource after resource. Updated some existing code. This was so cool actually seeing something coming together after every week... Progress never stopped. Floating trees became asteroids. Flying Car became Flying Fighter. Fighter started shooting and killing. Fighter got laser, Radar. Stage got planets. It all just falls into place. I know these are only the simple stuff. But it works, and it feels like I'm on a roll. Gr8 feeling!

And now after almost a month I finally have the basic framework in place to work from and start extending into a full fledged game. It all feels like it's in reach when I look at my Progress/To-do list. Sweeet.

Off course, I still have some problems here and there, but nothing too complicated I hope. I'm having a lot of problems with the Advanced Camera code working with other controls and breaking small things for me. Eg. TrailEmitters not showing up with Advanced Camera. The Laser resource also doens't work with the Advanced Cam. The Radar/Map/Compass resource doesn't work properly with the Advanced Cam. Things like that. Even though it's an awesome resource, these are things I'll have to consider. I wish I could just fix them all, but I'm not experienced enough.

I've updated some of the resources and posted them back as resources:
fxShapeReplicator
Radar/Map/Compass Gui Control (guiRadarCtrl)

And finally a screenshot:


Non Game related personal happenings
I've also started at a new job, and already loving it here... I'm sitting here at Microsoft (South Africa), which is basically an events branch of Microsoft. As Senior Web Developer, I'm part of the team doing their Partner and Events organisation sites. One awesome thing is that they have a gym here. Free Coffee bar... So I'm constantly high on Cappuccino :-D. Even the vending machines aren't coin operated: You press, you win. Microsoft really looks out for their employees... Very cool.

Please share your ideas, comments (or even code! ;-)

Later
James (BurNinG) Laker

* Hope my Engrish isn't letting me down too bad

Recent Blog Posts
List:12/10/07 - Solar Battles Update (Video & Screenshots)
10/11/07 - Solar Battles Progress (Screenshots)
07/31/06 - Space Game Progress
05/05/06 - Futher development on Space Sim (screenshots)
04/24/06 - Space Sim, Content Discussion and Resource Updates (Screenshot)
02/21/05 - Plan for Burning
12/10/04 - Plan for Burning
09/20/04 - Plan for Burning

Submit ResourceSubmit your own resources!

Mike Kuklinski   (Apr 24, 2006 at 12:50 GMT)
Not enough people are making space sims these days; kudos.

James Laker (BurNinG)   (Apr 24, 2006 at 13:25 GMT)
I believe that's a good thing. Have lots planned for this one.
But I have enough on my plate for now.

Donald \"Yadot\" Harris   (Apr 24, 2006 at 13:30 GMT)
I have a space game idea and the look you are going for a is a really really close to what my team had in mind. I would be interested to hear how you go about fixing the issues you have with Adv Cam. Please keep us updated.

James Laker (BurNinG)   (Apr 24, 2006 at 14:30 GMT)
Donald, a little competition can only make sure our products are more polished.
Anyway. That screenshot is with a disconnected Camera. So it's not exactly what it will look like.

If I have more problems with the Advanced Cam, I'm just gonna chuck it. If that
happens I might even consider to go full 3D. But there's more to it than just changing:
- Particles onscreen will then have to be limited
- Gonna see significant frames per second drop, as you'll be able to see more much more.

The top down idea restricts what's rendered onscreen quite effective. And I couldn't find any 2D
space games that actually uses 3D. This makes things look a lok better. Esp when a laser just misses a ship, but you can see the light reflected onto the ship. Also the particles still look 3D. Little things like this made us go this aproach.

I will try and give progress every month depending on how quick everything moves fwd. Hopefully the advanced camera issues are simple.

Johnny Hill   (Apr 24, 2006 at 18:18 GMT)
Here a space sim that does exactly what your talking about, its kinda like a top down elite.

www.lostinflatspace.com/

Donald \"Yadot\" Harris   (Apr 24, 2006 at 18:55 GMT)
I don't think I will possing much competition for a while. My team has decided to work on a small project. Until we are done with that and use it to attract more talent. We prolly wont start on the other project.

Vashner   (Apr 24, 2006 at 21:54 GMT)
There is a market for a "space pack". Something to turn TGE and TSE into basic space game starter.

Donald \"Yadot\" Harris   (Apr 25, 2006 at 01:45 GMT)
I know I have been waiting on you to create it. I have 10 bux if you are interested.

James Laker (BurNinG)   (Apr 25, 2006 at 08:00 GMT)
Well... when I'm done I'll probably release all the scripts/GUIS to the community for others to use and abuse :)
Donald, what are you working on now?

Donald \"Yadot\" Harris   (Apr 25, 2006 at 11:52 GMT)
Currently I am working our first project which will be something like Starfox but with a bit of childish fun thrown in. Hopefully this will help the newly formed team come together and then we can move on to something bigger and much more complex. We realy want to make our space game but we are face with the harsh reality of being new to making games so like I said in my blog post we are taking baby steps. What's interesting is the screen shoot you have is exactly the look we want.

James Laker (BurNinG)   (Apr 25, 2006 at 14:13 GMT)
You saying my screenshot looks childish/childlike? That's not the look i was going for...

Hmmm... Looks like I need some refinement then

Donald \"Yadot\" Harris   (Apr 25, 2006 at 14:38 GMT)
No No I said the project I was working on will have a childish humour to it. Not yours. The current project we are working on will have a lot of humour in it. Not yours. Your screen shoots look like the second project we want to start.

James Laker (BurNinG)   (Apr 25, 2006 at 15:47 GMT)
Oooops... Okay my bad...

Donald \"Yadot\" Harris   (Apr 26, 2006 at 02:12 GMT)
Where did you get that skybox from?

Mike Kuklinski   (Apr 26, 2006 at 05:12 GMT)
It appears to be a cloud filter from Photoshop.

Donald \"Yadot\" Harris   (Apr 26, 2006 at 11:50 GMT)
I see ... hey Mike it seems the links in your BIO are dead could you point me to those pics?

Donald \"Yadot\" Harris   (Apr 26, 2006 at 12:16 GMT)
Hey Burning what AI are you planning on using for your system? I have tried using AIGuard for my little shooter and was told it would not work for a vehicle so I am a bit out in the cold.

James Laker (BurNinG)   (Apr 28, 2006 at 09:03 GMT)
Well, i havent yet put too much thought into the AI yet, as this will be one of the last tasks I'll be taking on.
I've been looking at GameBeavers implementation of AI and it doesnt seem too hard. As long as the ships can reach nodes for now (which it misses) I will be happy.

Darin Pitts   (Nov 05, 2006 at 21:34 GMT)
hey james im lovin the way your game looks. im in the progress of creating a space sim myself and have been wondring how you were able to create a space background for your sim

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