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Plan for Matthew "King Tut BoB" Langley
Plan for Matthew "King Tut BoB" Langley
| Name: | Matthew Langley | ![]() |
|---|---|---|
| Date Posted: | Apr 27, 2005 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Matthew Langley |
Blog post
Been a little while since my last plan, lots of things in the works...
Working on lots of things and figure I might as well shove it all into one plan ;)
Throughout all I've been working on I've been trying to pump out T2D tutorials... while Josh and Melv fix everything they need to fix and add needed updates I've been trying to cover some of the tutorial front. So far these are the ones that are out.
9 Total... The largest is 88 pages... so probably 400+ pages of tutorials, maybe even 500-600+... Though lots of pictures and lots of code snippets. I like to constantly provide a complete code comparison for those that hit a testing step and it doesnt work. I know how frustrating that can be.
Tutorials:
-T2D Starter Gui Tutorial
T2D In-Depth Tutorial - Creating the Physics Demo
T2D Particle Tutorial
T2D Tutorial Mouse Object Selection and Moving
T2D Tutorial Mouse Object Selection and Moving Part 2
T2D Tutorial Mouse Object Selection and Moving Part 3 (way to keep debug info)
T2D Tutorial moveTo - Creating a moveTo Function
T2D Tutorial Fading in and Out
T2D Tutorial Creating a Path Point System
Almost to the point of providing basic systems to combine into a game. Soon I might do a simple RTS Tutorial (based off my progress on my GID) referencing some of these as prerequisites. That way people have a reference for creating a complete game, even if a simple one.
With the help of Melv I am and will be working on some C++ tutorials to help ease people into modifying the source. If you thought TGE people were affraid of the source you have no idea how intimidating it is to T2D people... understandably though :) Hopefully we can remedy that though.
Ok the next thing I've been working on...
A T2D Gui system... do to the added functionality of T2D objects, I find myself wanting to create T2D object based guis, as well as others. Ones that will fade in and out and do other fancy actions. So I've started creating a basic T2D Gui System... here is a very rough demo
DEMO: download of T2D Gui System Demo
here are some pics
heres the screen ... top three boxes (small ones) are blend buttons with actions attached, the bottm left big one is a generated imageButton and the bottom right is a generated blendButton

the next three images show the over blend color changes and the "displayImage" action



this one shows the onMouseOver for the imageButton

this one shows the onMouseDown for the imageButton

and here is the mouseOver for the blend button... lol very dark blend colour ;)

Here is a breakdown of what I have currently added
The end goal is to have a GUI system that creates this, saves the guis and loads them in... much like the present GUI system. Right now I can save them out and load them in. I also plan to create templates that can be accessed as a drop down, or scripted and added to the dropdown... saving out individual objects and whole GUIs..
This is going well right now, check out the little demo above for a sample :)
Ok on to the next thing, my team's project... it really doesn't have a name right now so I'll call it
"Ghost Mine"
*dramatic pause*
ok, ok its a working title ;)
It is basically Resident Evil meets Diablo! Basically Diablo style RPG gameplay but in a Ghost Minetown... creepy! Ok well sort of. Plan to offset it with some humor as to not fail at an attempt to make a creepy game. Then again the development might branch down that... don't have much to show off of that except a rough high level design doc
I've started working on a C++ based Inventory system as well, plan for that to be pretty universal for any of my T2D slot based systems (merchants, looting, etc)
(also using this as a base for a community T2D project - I didn't say anything)
Hopefully have some art and guis up soon to show off, though no pictures yet to show off =/
On another note its getting about time to work on my college Game Design Final project... so think I will compile T2D and TGE together and work on some integrated project. Really looking forward to that as well, hopefully will have my GUI Creator done by then.
Well theres a couple other things in the works, but nothing with enough meat to mention... at least yet :)
Presently in a Character Modeling class, made a bug creature in 3D, came out pretty nice, about 1400 polys too... When I get it textured I'll post some pics.
Throughout all I've been working on I've been trying to pump out T2D tutorials... while Josh and Melv fix everything they need to fix and add needed updates I've been trying to cover some of the tutorial front. So far these are the ones that are out.
9 Total... The largest is 88 pages... so probably 400+ pages of tutorials, maybe even 500-600+... Though lots of pictures and lots of code snippets. I like to constantly provide a complete code comparison for those that hit a testing step and it doesnt work. I know how frustrating that can be.
Tutorials:
-T2D Starter Gui Tutorial
T2D In-Depth Tutorial - Creating the Physics Demo
T2D Particle Tutorial
T2D Tutorial Mouse Object Selection and Moving
T2D Tutorial Mouse Object Selection and Moving Part 2
T2D Tutorial Mouse Object Selection and Moving Part 3 (way to keep debug info)
T2D Tutorial moveTo - Creating a moveTo Function
T2D Tutorial Fading in and Out
T2D Tutorial Creating a Path Point System
Almost to the point of providing basic systems to combine into a game. Soon I might do a simple RTS Tutorial (based off my progress on my GID) referencing some of these as prerequisites. That way people have a reference for creating a complete game, even if a simple one.
With the help of Melv I am and will be working on some C++ tutorials to help ease people into modifying the source. If you thought TGE people were affraid of the source you have no idea how intimidating it is to T2D people... understandably though :) Hopefully we can remedy that though.
Ok the next thing I've been working on...
A T2D Gui system... do to the added functionality of T2D objects, I find myself wanting to create T2D object based guis, as well as others. Ones that will fade in and out and do other fancy actions. So I've started creating a basic T2D Gui System... here is a very rough demo
DEMO: download of T2D Gui System Demo
here are some pics
heres the screen ... top three boxes (small ones) are blend buttons with actions attached, the bottm left big one is a generated imageButton and the bottom right is a generated blendButton
the next three images show the over blend color changes and the "displayImage" action
this one shows the onMouseOver for the imageButton
this one shows the onMouseDown for the imageButton
and here is the mouseOver for the blend button... lol very dark blend colour ;)
Here is a breakdown of what I have currently added
A button can have multiple actions... they all will be performed,
though presently they cannot have duplicate actions
Button types (the different button types presently)
blendButton (this is a base image with different blend color modes)
defaultBlendColour (starting blend color, also the color reset to)
overBlendColour (the mouse over blend color)
downBlendColour (the mouse down blend color)
imageButton (this is an image, with different image modes)
overImageMap (the image for mouse over)
downImageMap (the image for mouse down)
defaultImageMap (the default image map, also the image reset to)
Mouse Down Actions (actions that can happen when clicking a gui object)
downActionLoadGui (this will load a gui)
downActionLoadGuiName (Gui name to load)
downActionLoadGuiStyle (Fading in with a specified time and action)
downActionCloseGui (this will close a gui)
downActionCloseGuiName (Gui name to close)
downActionCloseGuiStyle (Fading out with a specified time and action)
downActionImage (this will load an image when clicked)
downActionImageObject (internal use for storing image ID)
downActionImageObjectUID (internal use for assigning a random UID)
downActionImageMap (the imageMap for the image)
downActionImageSizeX (image size x)
downActionImageSizeY (image size y)
downActionImagePositionX (image position x)
downActionImagePositionY (image position y)
downActionImageStyle (Fading in and out with specified times and actions)
downActionImageStick (whether the image will be deleted or not after down)
Mouse Over Actions (actions that can happen when the mouse goes over an object)
overActionImage (this will load an image when over)
overActionImageObject (internal use for storing image ID)
overActionImageObjectUID (internal use for assigning a random UID)
overActionImageMap (the imageMap for the image)
overActionImageSizeX (image size x)
overActionImageSizeY (image size y)
overActionImagePositionX (image position x)
overActionImagePositionY (image position y)
overActionImageStyle (Fading in and out with specified times and actions)
overActionImageStick (whether the image will be deleted or not after down)
The end goal is to have a GUI system that creates this, saves the guis and loads them in... much like the present GUI system. Right now I can save them out and load them in. I also plan to create templates that can be accessed as a drop down, or scripted and added to the dropdown... saving out individual objects and whole GUIs..
This is going well right now, check out the little demo above for a sample :)
Ok on to the next thing, my team's project... it really doesn't have a name right now so I'll call it
"Ghost Mine"
*dramatic pause*
ok, ok its a working title ;)
It is basically Resident Evil meets Diablo! Basically Diablo style RPG gameplay but in a Ghost Minetown... creepy! Ok well sort of. Plan to offset it with some humor as to not fail at an attempt to make a creepy game. Then again the development might branch down that... don't have much to show off of that except a rough high level design doc
I've started working on a C++ based Inventory system as well, plan for that to be pretty universal for any of my T2D slot based systems (merchants, looting, etc)
RPG High Level Design Doc
AI
Pathfinding
Attacking
Different attacks (moves)
Different approaches
Central AI Manager
System to control all AI entities
Fleeing/dodging and general behavior attributes
Entities
Base Entity
Statistics
Attributes
Combat (moves, actions)
Movement
Basic Player Entity
Skills
Basic Enemy Entity
Quest System
Data structure system
Storing Quests (before and after)
CONTENT
Mark map for level guidance
MAPS
Level/ Progression System
Level Based
Exp Charts
Skill and ability branch outs
Skill/ Ability System
Player Skills
Foraging
Hunting
Repair
Maintenance
Player Abilities
Stat increases
Combat
Melee/ ranged attacks
Enemy supernatural attacks
Game play (balance of speed/action/strategy)
Journal
Can click n' navigate
Storing functions
Possible links item descriptions
Multiple pictures
Easy access and use
Inventory
Slot style system
Weight system
Object Moving and Dragging
Item Info
Tiled Background
One slot and weight limit
Tiled Background
Ragdoll
Does Armor update look
Items
Weapons
Damage
Delay
Endurance
Weight
Value
Diablo Style Random
World/ Level System
Level/Map breakdown
Zones
Data Structure
How everything will work/interface
(also using this as a base for a community T2D project - I didn't say anything)
Hopefully have some art and guis up soon to show off, though no pictures yet to show off =/
On another note its getting about time to work on my college Game Design Final project... so think I will compile T2D and TGE together and work on some integrated project. Really looking forward to that as well, hopefully will have my GUI Creator done by then.
Well theres a couple other things in the works, but nothing with enough meat to mention... at least yet :)
Presently in a Character Modeling class, made a bug creature in 3D, came out pretty nice, about 1400 polys too... When I get it textured I'll post some pics.
Recent Blog Posts
| List: | 11/30/06 - Torque Game Builder 1.1.3 Goes Live! 11/05/06 - The Future of the TGB Documentation 05/16/06 - TGB Bounties Extended! 05/12/06 - Final review of TGB Bounties today 05/04/06 - Call to the TGB Community 02/28/06 - New TGB Particle Editor (Preview) 02/06/06 - A lot has happened 12/09/05 - Preview of a TDN T2D Strategy Article |
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Submit your own resources!| Nicolas Quijano (Apr 27, 2005 at 19:32 GMT) Resource Rating: 5 |
| Vashner (Apr 27, 2005 at 20:03 GMT) |
Super Torque? $399.95
hahah Yes I am evil. Thanks man.
| Jeremy Alessi (Apr 27, 2005 at 21:09 GMT) |
| Jay Moore (Apr 28, 2005 at 02:37 GMT) Resource Rating: 5 |
Your 2D tutorials promise to make the adventure of learning T2D that much more fun.
Edited on Apr 28, 2005 07:21 GMT
| Matthew Langley (Apr 28, 2005 at 03:31 GMT) |
| Hokuto (Apr 28, 2005 at 08:26 GMT) |
THANKS!
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