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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: | or 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:
is:

There is light at the end of the tunnel,
-Josh Ritter
Technical Director
Prairie Games
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 your own resources!| Melv May (Mar 23, 2005 at 15:39 GMT) |
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 |
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) |
| Michael Cozzolino (Mar 23, 2005 at 15:51 GMT) |
| Nicolas Quijano (Mar 23, 2005 at 16:13 GMT) Resource Rating: 5 |
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) |
Well done.
Can't wait to try it out in a demo or something.
Cheers!
| Prairie Games (Mar 23, 2005 at 16:26 GMT) |
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) |
| Chip Lambert (Mar 23, 2005 at 16:28 GMT) |
| Prairie Games (Mar 23, 2005 at 16:30 GMT) |
| Xavier "eXoDuS" Amado (Mar 23, 2005 at 16:34 GMT) |
| Prairie Games (Mar 23, 2005 at 16:42 GMT) |
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) |
| OneST8 (Mar 23, 2005 at 16:55 GMT) |
| Johnny Hill (Mar 23, 2005 at 16:56 GMT) |
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) |
| Teck Lee Tan (Mar 23, 2005 at 17:04 GMT) |
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) |
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) |
| Matthew Langley (Mar 23, 2005 at 17:14 GMT) |
| Vashner (Mar 23, 2005 at 18:03 GMT) |
| Jay Barnson (Mar 23, 2005 at 18:13 GMT) Resource Rating: 5 |
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) |
| Harold "LabRat" Brown (Mar 23, 2005 at 18:39 GMT) |
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) |
| John Kabus (BobTheCBuilder) (Mar 23, 2005 at 19:32 GMT) |
Great work!
-John
| Timothy Aste (Mar 23, 2005 at 19:43 GMT) |
| Nicolas Quijano (Mar 23, 2005 at 19:50 GMT) Resource Rating: 5 |
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) |
| Drew Hitchcock (Mar 23, 2005 at 21:06 GMT) |
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) |
| Josiah Wang (Mar 23, 2005 at 21:48 GMT) |
| Jeff Tunnell (Mar 24, 2005 at 00:58 GMT) |
-Jeff Tunnell GG
| Mike Stoddart (Mar 24, 2005 at 01:01 GMT) |
| Robert Pierce (Mar 24, 2005 at 01:06 GMT) |
| Prairie Games (Mar 24, 2005 at 01:09 GMT) |
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) |
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) |
| David Montgomery-Blake (Mar 24, 2005 at 07:23 GMT) |
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) |
| Joe Maruschak (Mar 24, 2005 at 19:02 GMT) Resource Rating: 5 |
this is looking great! glad to see you back.
Joe
| Canon (Mar 24, 2005 at 20:08 GMT) |
| Eric Forhan (Mar 24, 2005 at 20:17 GMT) |
| Robert Pierce (Mar 24, 2005 at 21:03 GMT) |
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) |
| Steven Chiu (Mar 25, 2005 at 06:15 GMT) |
Thank you for the information!
Steven
| Ed Johnson (Mar 25, 2005 at 10:49 GMT) |
| James Laker (BurNinG) (Apr 29, 2005 at 06:37 GMT) |
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