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Plan for Cholly
Plan for Cholly
| Name: | Cholly | ![]() |
|---|---|---|
| Date Posted: | Jan 14, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Cholly |
Blog post
Chasing terrain and waterblock bugs, new projects and thoughts on working with top notch art guys. Not so much a .plan as misc. ramblings.
Just started working on our first project. It's a turn based combat and exploration game built off the RTS kit. Right now I'm chasing some odd map related bugs which are making life hard on my art guy (posted in detail in RTS forums). The short version is big waterblocks + imported terrain = sad art guy.
Speaking of art guy, I am damned lucky to have him on my team. He has worked in the videogames industry for 6 or 7 years and been both a lead artist and art director. He has worked on and shipped both value and AAA quality titles and his work ethic and attention to detail border on the fanatic. I on the otherhand am a very junior coder with big ideas and little experience. This could literally be both the best looking and worst coded torque game of all time :-)
Making a turn based game from and RTS:
this should be a little bit of a challenge. I think I'm going to be writing alot of turn/round management stuff from scratch. I've also got to control/limit player input so players can't act out of turn and make sure I've got all the proper hooks into the units so they stop moving and shooting when their turn is over and wait until their next command before acting again.
Speaking of art guy, I am damned lucky to have him on my team. He has worked in the videogames industry for 6 or 7 years and been both a lead artist and art director. He has worked on and shipped both value and AAA quality titles and his work ethic and attention to detail border on the fanatic. I on the otherhand am a very junior coder with big ideas and little experience. This could literally be both the best looking and worst coded torque game of all time :-)
Making a turn based game from and RTS:
this should be a little bit of a challenge. I think I'm going to be writing alot of turn/round management stuff from scratch. I've also got to control/limit player input so players can't act out of turn and make sure I've got all the proper hooks into the units so they stop moving and shooting when their turn is over and wait until their next command before acting again.
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