Previous Blog Next Blog
Prev/Next Blog
by date

Plan for Josh Ritter

Plan for Josh Ritter
Name:Prairie Games
Date Posted:Mar 25, 2005
Rating:5.0 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Prairie Games

Blog post
Minions of Mirth Alpha
Minions of Mirth has hit alpha...

The answer to:

Quote:

"Can Torque be used to make a massively multiplayer, LAN multiplayer, massively single player, persistent world RPG???"


is:




There is light at the end of the tunnel,
-Josh Ritter
Technical Director
Prairie Games

Recent Blog Posts
List:03/29/08 - TGEA 1.7 Build System and Embedded Python
03/14/08 - MegaTerrains - TGEA Update
01/18/08 - Minions of Mirth: Undead Wars Expansion
01/04/08 - Physics Overhaul - Video
12/26/07 - Web Integration - Video
12/21/07 - New MMO Client - Trees - Day/Night Video
12/18/07 - Minions of Mirth - 1.26 - Holiday Edition!
11/28/07 - TGB/TGEA integration first pass

Submit ResourceSubmit your own resources!

Melv May   (Mar 23, 2005 at 15:39 GMT)
Wow!

That's an awful lot of stuff to feast my eyes upon. I'm trying to resist the desperate urge to click those buttons and drag those sliders.

Awesome work Josh, I wish you nothing but success.

- Melv.

Jay Barnson   (Mar 23, 2005 at 15:42 GMT)   Resource Rating: 5
Woah! Josh, are you using Torque for this, or TNL + Prairie Engine?

Regardless, HUGE Conga-rats, man! I've been rooting for you for a long time with this!
Edited on Mar 23, 2005 15:43 GMT

Teck Lee Tan   (Mar 23, 2005 at 15:46 GMT)
Holy GUI, Batman! That looks amazing, no doubt about it. Kudos.

Michael Cozzolino   (Mar 23, 2005 at 15:51 GMT)
Awesome. I see you have been busy since your last update ;)

Nicolas Quijano   (Mar 23, 2005 at 16:13 GMT)   Resource Rating: 5
Hmm, Josh, you're going to elaborate on coming back to TGE ?
I'm interested in your views on the topic :)
And congrats, of course
Keep on Torquin', rebel warrior !!

OneST8   (Mar 23, 2005 at 16:15 GMT)
I can only say that I am impressed.

Well done.

Can't wait to try it out in a demo or something.

Cheers!

Prairie Games   (Mar 23, 2005 at 16:26 GMT)
Mount Zharim around lunch time... this is a massive zone to walk around in without Boots of the Cheetah... the sky is very dynamic using up to 6 independent cloud layers based on weather conditions, there are stars at night, precipitation is based on the climate of the zone, there is snow, rain, and sandstorms... precipitation has varying degrees so it can be light sprinkle or a tremendous rainstorm!!! There's also lightning which illuminates the level properly... and of course day/night cycles ...

There is also more detail as you get closer to things... much of the levels detail is detailed out in this shot.

What you can't see in this picture are the vendors, quest mobs, wandering mobs, static spawns, envirornmental action triggers, zone triggers, etc... they are there... and they were all laid out with the Torque Mission Editor... You also can't see the dwarven ruins which are on the backside of the mountain... I think you need a special key to get into them... oh no!!!!


Edited on Mar 23, 2005 16:37 GMT

Steven Chiu   (Mar 23, 2005 at 16:28 GMT)
Transparent window? How do you do that? Anyway, it's very cool!

Chip Lambert   (Mar 23, 2005 at 16:28 GMT)
Wow. Breath takingly good work Josh. This is the best example I've seen of Torque really being pushed to its limits and testing its power. Damn good work man.

Prairie Games   (Mar 23, 2005 at 16:30 GMT)
Thanks, you haven't seen the cities though :)

Xavier "eXoDuS" Amado   (Mar 23, 2005 at 16:34 GMT)
Great work josh, great work... So you moved from Q2 to Torque in the end?

Prairie Games   (Mar 23, 2005 at 16:42 GMT)
Briefly, on the whole engine fiasco MoM has endured...

I worked my buttocks off making Quake2 do what that version of MoM did... b-u-t-t-o-c-k-s... it still had a debugging cycle... then, Quake3 was announced to be GPL... Quake3 was an obvious choice....

Quake3 was working very well and looked great... then, the GPL license was delayed with no timeframe for it's release... MoM would be in limbo until this...

We started using Torque on January 17th, or so... it's been a very busy 2 months and Torque has performed like a champ... the rpg system is quite modular, and written in Python which made moving engines feasible...

-Josh
Edited on Mar 23, 2005 16:44 GMT

Michael Cozzolino   (Mar 23, 2005 at 16:52 GMT)
Wow Josh 2 months. Amazing job.

OneST8   (Mar 23, 2005 at 16:55 GMT)
Simply brilliant.

Johnny Hill   (Mar 23, 2005 at 16:56 GMT)
YES!!! success is the word!! where do I BUY this!!! heh I am Glad you came back to Torque too JOSH. Please share some of your enlightment on this!! WOW better watch out for MOM!!! LOL I'am serious if we artist just focus on drawing and just dropped our artwork into a something like MOM. muhhahahahaahaha the possiblities >:)

So many QUESTIONS!?

1. Did you work the code you created for the Q2 engine into torque? Obvious ANSWER yes LOL
2. If you did it in TGE surely porting to TSE would be no problem? Obivious ANSWER yes LOL
3. I see your poser created icons, but do you use Sprites still or full 3D models for all the MOBs and NPC's?

Edit: Heh Forgot #4 Does it uses that SRD implementation you were working on for Char creation. :)

Sell some of that coding love in GG packs as well :)

GREAT!! Cant wait to see this on my computer. The one Iam currently playing WOW on now losing sleep. I wont ever get to sleep :P Thanks a heap Josh :P heh.
Edited on Mar 24, 2005 14:47 GMT

Jorgen Ewelonn   (Mar 23, 2005 at 16:56 GMT)
In a word Josh, amazing...

Teck Lee Tan   (Mar 23, 2005 at 17:04 GMT)
2 months. Stunning work.

On a side note, it looks to me like you managed to get the terrain textures to align to the x and y axes (the lack of stretching on the cliff faces and the mountain). Or do my eyes deceive me? :)

Dunsany   (Mar 23, 2005 at 17:05 GMT)
Wow! I mean, MoM!

I'm going to stop saying wow and start saying MoM instead. :p

Welcome back, Josh.

Josh Williams   (Mar 23, 2005 at 17:12 GMT)
Very very nice looking. :)

Matthew Langley   (Mar 23, 2005 at 17:14 GMT)
simply amazing !

Vashner   (Mar 23, 2005 at 18:03 GMT)
That looks fantastic.

Jay Barnson   (Mar 23, 2005 at 18:13 GMT)   Resource Rating: 5
KICKING SERIOUS BUTT Josh!!!!

This is great stuff. So that's why I haven't heard much from you of late!

Zachary Zadell   (Mar 23, 2005 at 18:39 GMT)
I want to play it!

Harold "LabRat" Brown   (Mar 23, 2005 at 18:39 GMT)
Looking good.

You'll need to do a writeup on the technology you used and the problems you've had.

And I don't doubt that some of that tech would make for a fairly enticing Code Pack if you were so inclined :)

Chris "DiGi" Timberlake   (Mar 23, 2005 at 18:46 GMT)
Pretty Beautiful M8.

John Kabus (BobTheCBuilder)   (Mar 23, 2005 at 19:32 GMT)
Hey Josh, glad you're back, and MoM is looking better than ever. It looks like you've picked up a ton of new content over the past few months. Hopefully we'll still see some of the original levels right?

Great work!

-John

Timothy Aste   (Mar 23, 2005 at 19:43 GMT)
Welcome back Josh! That stuff looks awesome! :)

Nicolas Quijano   (Mar 23, 2005 at 19:50 GMT)   Resource Rating: 5
Yeah, wow :)
Thought it might have been related to GPL Q3A delays.
This looks, wow, it looks, wow.... 8p
MoM is sizing up to be one heck of game Josh.
Keep it up !!

Joshua Dallman   (Mar 23, 2005 at 20:09 GMT)
amazing stuff -- you can really see the level of attention put to this. keep it up!

Drew Hitchcock   (Mar 23, 2005 at 21:06 GMT)
That's badass. I was really curious how this was coming along.

So I have to ask... are you still using the 2d sprites for enemies or are you using dts now?

Thomas Glennow   (Mar 23, 2005 at 21:07 GMT)
Looking great Josh. You know I'm rooting for you.

Josiah Wang   (Mar 23, 2005 at 21:48 GMT)
FWAHFWAHFWAHFWAH!!! WOW. neatos!

Jeff Tunnell   (Mar 24, 2005 at 00:58 GMT)
This is absolutely awesome. I hope you keep some portion of the "massively single player" aspects. Seeing the dwarven ruins by the volcano really makes me want to explore and play this game. Cool stuff!

-Jeff Tunnell GG

Mike Stoddart   (Mar 24, 2005 at 01:01 GMT)
You're back on Torque? When did that happen?

Robert Pierce   (Mar 24, 2005 at 01:06 GMT)
It looks great!

Prairie Games   (Mar 24, 2005 at 01:09 GMT)
Thanks :)

The multiplayer and single player game modes are identical other than forming alliances, trading, and dueling with other players.

-Josh
Edited on Mar 24, 2005 01:10 GMT

OneST8   (Mar 24, 2005 at 02:26 GMT)
Perchance is there any aspects of this game that you're willing to submit as a gg resource?

I'm sure there's a million and one things you've accomplished that are generic enough to not give away this game.

And just for the record, you've got me sold on this game for sure.

Matthew Langley   (Mar 24, 2005 at 05:28 GMT)
I'd have to agree... I truly love the idea of a massively single RPG (along with a massively multiplayer)... can't tell you how many times friends and I have wished we could play the MMO offline lol, btw gorgeous work ! Truly inspiring!

David Montgomery-Blake   (Mar 24, 2005 at 07:23 GMT)
I pre-ordered back in the day and played the Mac test. Didn't have much more than the typical things you'd already encountered, but then I also didn't have the time commitment that I wish I could have (much like the RealmCrafter beta).

Youve done amazing work, as usual.

1. Did you work the code you created for the Q2 engine into torque? Obvious ANSWER yes LOL
Because Josh and team are extremely license conscience, I would highly doubt it. At least as an extension within the Prairie Engine, which falls under the GPL and is a wonderful point of reference for programmers.

2. If you did it in TGE surely porting to TSE would be no problem? Obivious ANSWER yes LOL
Render settings would be the major position. TSE shaders would also be a major point rather than software shaders.

3. I see your poser created icons, but do you use Sprites still or full 3D models for all the MOBs and NPC's?
Poser content for meshes cannot be legally used, BUT rendering can be used. So any modification to the meshes includes with Poser or Daz3D cannot be used legally, but renderings can be used. Of course, this doesn't include original content created to be used by Poser or another application.

Grugin   (Mar 24, 2005 at 08:34 GMT)
Really beatiful Josh !!!

Joe Maruschak   (Mar 24, 2005 at 19:02 GMT)   Resource Rating: 5
Josh,

this is looking great! glad to see you back.

Joe

Canon   (Mar 24, 2005 at 20:08 GMT)
excellent job Josh ! I will play Minions of Mirth !

Eric Forhan   (Mar 24, 2005 at 20:17 GMT)
Grats Josh. =D

Robert Pierce   (Mar 24, 2005 at 21:03 GMT)
@Steven:
This may help for the transparent window, http://www.garagegames.com/mg/forums/result.thread.php?qt=12473.

And again I will say, it looks great. If only I had money for this when it is finished, :).

Reverend James Langford   (Mar 25, 2005 at 00:23 GMT)
I am so impressed with the progress. Great work!

Steven Chiu   (Mar 25, 2005 at 06:15 GMT)
@Robert:
Thank you for the information!


Steven

Ed Johnson   (Mar 25, 2005 at 10:49 GMT)
I cant wait to see more about this! Finally RPGs in Torque!! Yaay!

James Laker (BurNinG)   (Apr 29, 2005 at 06:37 GMT)
Schweeeet!

You must be a member and be logged in to either append comments or rate this resource.