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FGE/FSK now feature complete!

FGE/FSK now feature complete!
Name:Martin Schultz
Date Posted:May 24, 2007
Rating:4.8 out of 5
Public:YES
Comments:YES
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Blog post
(Continued from my previous blog)

Just wanted to give a quick update on the "Flight Game Example" (FGE) - it's now feature complete! Latest additions have been that it supports now 3 different game modes like seen on the start game screen:



I made also a quick video showing the team deathmatch mode where bots with different team skins fight each other:

Team Deathmatch game mode (~23.1 MByte)

Furthermore it has now support for homing missiles! Those sidewinders were done by altering the existing projectile class a bit and it gives a great addition to the game. Please see a video of the homing missile in action here:

Homing Missiles video (~7.4 MByte)

Also the repairships are in now. Those are huuuge kind of motherships flying in circles around on the map and if players fly right behind them, a particle stream is started with "nano repair bots". Well, in short those particles make the effect they heal the ship flying behind and it is a pretty nice visual I think. Technically it's a trigger beeing sync'ed with the repairship. Please see a video here:

Ship getting healed by repairship (~23.4 MByte)

So, next steps are to make beside the TGE 1.4.2 version also a TGE 1.5.2 version and one for TGEA + some cleanups and an installer package. Furthermore I need to clarify some things with GG and after that all, the pack will be ready for you guys. Hope you will like it. :-)

Martin

Recent Blog Posts
List:07/20/08 - My first app in the Apple iTunes App Store
05/23/08 - 20% discount for Flight Game Example (limited time)
03/27/08 - Development Diary: Balls of Steel
03/05/08 - New Game Out - Have fun playing!
02/03/08 - Meeting Thomas and Magnus in Copenhagen (and in sweden)
12/10/07 - FGE 20% Christmas Discount
11/03/07 - New Reticle HUD resource / FGE Update
10/09/07 - Flight Game Example - post mortem

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Edward   (May 24, 2007 at 18:25 GMT)
alright, i cant wait for this pack, flying bots are a awesome thought :)

Tom Spilman   (May 24, 2007 at 18:27 GMT)   Resource Rating: 5
Excellent... Sickhead will be picking up some copies for sure.

Scott Burns   (May 24, 2007 at 18:55 GMT)
Excellent, excellent work. I'll be all over this the second its released.

Steve L   (May 24, 2007 at 19:13 GMT)
I'm looking forward to this one! Great work!

Fucifer   (May 24, 2007 at 21:17 GMT)
I am also looking forward to this.

John Kanalakis   (May 25, 2007 at 02:24 GMT)
Looking great Martin! I'm really looking forward to picking this up.

Gianfranco Barone   (May 25, 2007 at 07:13 GMT)
Wow !!

Leroy Frederick   (May 25, 2007 at 09:02 GMT)   Resource Rating: 5
Looks like you've got a winner on your hands there Martin. Great idea, great work! :0)

Edward Smith   (May 25, 2007 at 12:20 GMT)   Resource Rating: 5
Sounds great!

Barry Gallagher   (May 25, 2007 at 14:27 GMT)
The starter packs are some of the best tools Torque has.. and a flying starter pack would be much appreciated.

James Laker (BurNinG)   (May 25, 2007 at 14:52 GMT)
Wow.... you're really expanding this alot... The repairship will be a welcomed bonus. Have Repair zones in my game too, but that (repairship) could be added to my own game too :)
Edited on May 25, 2007 14:53 GMT

James Laker (BurNinG)   (May 25, 2007 at 14:59 GMT)
I see your seeker missles seems to interpolating correctly... Is this your own code, or is the interpolation patch in the Seeker code resource working for you?

Jonathon Stevens   (May 25, 2007 at 16:21 GMT)
fantastalistic!

Martin Schultz   (May 25, 2007 at 16:43 GMT)
Thanks for all the nice comments.

@James: Seeker resource + some additional code. Thanks for the hint. Forgot to put Derk in the credits.

Tom Spilman   (May 25, 2007 at 16:58 GMT)   Resource Rating: 5
Not to be the feature creeper... but a homing missile camera view would rock. ;)

Martin Schultz   (May 25, 2007 at 17:00 GMT)
Tom that is a brilliant idea. Let's see if I can quickly archive it! :-)

Joseph Euan   (May 25, 2007 at 19:58 GMT)
Sweeeeeet.. nice work Martin!


I demand this NOW!!!! hehe

Martin Schultz   (May 25, 2007 at 20:02 GMT)
@Joseph: Thanks, poke James Wiley. I'm waiting for an answer from him. :-) Couldn't do anything in terms of releasing before I didn't got message from him.

Just finished the docs to the FGE. Need to fix one last known bug and will then see if I could do Tom's idea with the camera mounted on the homing missiles. :-)

Maxim Lyulyukin   (May 25, 2007 at 20:46 GMT)
Very impressive... just havent any words.. hats off..
.. accept art contributions???

Joseph Euan   (May 26, 2007 at 14:58 GMT)
is the plan still to sell it or you giving it away?

If your selling it.. any ideas on price?

Martin Schultz   (May 26, 2007 at 18:41 GMT)
Will sell the FGE. I'm targeting a price between 20 and 25 US$. Do you think that would be a fair price?

Tom Spilman   (May 26, 2007 at 18:58 GMT)   Resource Rating: 5
@Martin - I think that's a little too low.

Consider the Adventure [Starter] Kit is a $40. We do have alot of art which is a good part of the value, but you have a pretty feature filled starter there as well.

The thing i always keep in mind is that you can always reduce the price and developers we tend to under value our work. And always consider how much time your saving someone. Say to yourself "If someone re-created this how much time (aka money) would it take?".

I don't know about everyone else, but i don't think i could create this kit for $25.

Martin Schultz   (May 26, 2007 at 19:11 GMT)
Thanks for the answer Tom, good point. I never thought of that how much it would other take to create it. I think I won't charge 40$ or more as this is "too much", but maybe 35$ may also be fine. Compared to the Adventure Kit I don't have so much graphics inside.

And I don't want to make it too expensive so that nobody buys it at the end of the day. But well, I don't have much experience what is "much" and what "ok" for packs and stuff. Could only try to compare it to other packs in the GG store just like you did. Maybe you're right and 20/25 is too less. Hard to say :-)

Martin Schultz   (May 27, 2007 at 13:57 GMT)
Hey Tom, I got sidetracked by your idea and tested a bit. See here a video of the "Tom Spilman Rocket Cam". :-)
It has interpolation issues and stuff, so I'm not sure if it makes it into the 1.0 version, but definately something I want to have in later. Like it :-)
Edited on May 27, 2007 13:59 GMT

Tom Spilman   (May 28, 2007 at 18:10 GMT)   Resource Rating: 5
That is freaking too cool!

It's always good to add some features after shipping your pack... this looks a great bonus feature.

R C   (May 29, 2007 at 16:52 GMT)
Charge like they do for casual games. They have found the sweet spot for what people want.

Perhaps release 1.0 for free, (you will discover the maximum number of interested parties), then for upgrades charge as they do for casual games.

Either way you won't get rich, but you will get known and appreciated!

I already put you on the top of the heap and I haven't got my hands on the code yet!

Keep up the great work -you really will help a lot of people accelerate their knowledge, and that is what these forums are all about.


Rick

James Brad Barnette   (Jun 07, 2007 at 18:30 GMT)
So when is this comming out then? I will buy it right now!

and this will be sold as a starter pack right??? we are allowed to do whatever we want with it modify it and use it for our games right?

James Laker (BurNinG)   (Jun 07, 2007 at 18:43 GMT)
As long as you dont make any space games, like me :-P

Martin Schultz   (Jun 07, 2007 at 18:50 GMT)
Thanks, James, will appreciate you as customer! :-)

The FGE is completed. Documentation is complete, examples running, last freeze bug found, everything in place. I'm waiting still for an answer from GG regarding some license issues that need to be cleared. So keep your credit card ready, FGE will be out very very soon!

To answer your second question: Yes, you can modify it, use it as base for your own stuff, make an unlimited amount of games out of it, use it commercially, make whatever you want with it. Also no need to pay royalties to me. The only thing not allowed is to resell the FGE itself or parts of it as own product, but I think this is self-evident, isn't it? I just want to make sure I'm earning some bucks through selling the FGE and you guys get all rights to use it commercially in your products/games.

Due to the license of TGE commercial I'm not allowed to name it starter kit, so it'll be called the flight game example.

Martin Schultz   (Jun 07, 2007 at 18:51 GMT)
Edit: LOL, meant James Brad Barnette in my reply. Burning just came in in the moment I was writing! :-)

James Brad Barnette   (Jun 07, 2007 at 20:11 GMT)
AWSOME well I look forward to it. I have my credit card ready!!!!

Martin Schultz   (Jun 07, 2007 at 20:13 GMT)
For anyone who is interested: I made a screenshot of the documentation coming with the FGE for you to see what you will get. I blurred the parts that are only for the ones that bought the FGE, but I thought it might give you an idea what you get.

Download the screenshot here (1.1 MByte).
But beware, it's a huuuuge screenshot! :-)

P.S. The screenshot was made using a screenshot HTML tool. Does not render the HTML so perfect as it would be when viewing with Firefox or IE, but to get an idea it's ok.
Edited on Jun 07, 2007 20:15 GMT

James Brad Barnette   (Jun 07, 2007 at 20:37 GMT)
cool look like you spent a lot of time documenting your work. Great job man!

Snowhill06   (Jun 15, 2007 at 02:59 GMT)
When is the release date already?!! I cant wait!

Martin Schultz   (Jun 15, 2007 at 04:56 GMT)
@Snowhill06: Thanks for your interest, but honestly I don't know it yet. Because it is an (TGE) engine derived product it can only be published by GG (TGE EULA restriction). They're testing it currently if it has potential for the GG content store. As soon I know it I'll let you know it immediately. Hope myself it's soon too! :-)
Edited on Jun 15, 2007 04:58 GMT

DodongoXP   (Jun 17, 2007 at 15:47 GMT)
thats looks nice..

i suppose this has a base a modified torque source code base... like the rts kit.. is this right ??

Cheers!

Martin Schultz   (Jun 17, 2007 at 15:55 GMT)
Do you mean C++ source code base?

It has only 2 additional C++ classes for the AI flight stuff and a set of changes to the original source code, but not very many. The rest is pure Torque Script (I used the starter.fps as base and evolved from that).

James Brad Barnette   (Jun 18, 2007 at 00:13 GMT)
any update on release?

Snowhill06   (Jun 18, 2007 at 02:06 GMT)
will it also be for the TGEA?

Martin Schultz   (Jun 18, 2007 at 04:35 GMT)
@James:
It's still at GG to be checked - no news so far from there.

@Snowhill:
Yes, TGE and TGEA support. Even the Mac is supported with TGE 1.4.2. Here are some screenshots from the TGEA version:








James Laker (BurNinG)   (Jun 18, 2007 at 07:25 GMT)
@Martin... Does those player Icons in the Minimap rotate? Or is it just to indicate higher and lower?

Martin Schultz   (Jun 18, 2007 at 09:42 GMT)
Stock radar resource - indicates higher and lower.

Snowhill06   (Jun 19, 2007 at 01:55 GMT)
I have a couple more questions. How much will it cost? Also will how many different ai bot models will there be in the release? Trying to have a different ai bot model than the player model is the most difficult thing for me in either TGE or TGEA. I have one last question. Will you be able to have space combat ship controls and physics? Perhaps either in an update or this release you should include a space combat mission if that is at all possible in TGEA or TGE.
Edited on Jun 19, 2007 02:04 GMT

Martin Schultz   (Jun 19, 2007 at 05:28 GMT)
@Snowhill: Trying to answer all your questions. Here we go :-)

1) I'm targeting 30 US$ for the pack.

2) Do you mean how many different space ship models will be in? 1x the "Scout" ship (that grey little ship) and 1x the "Repairship" (the big blue mothership thingie). But I can already tell you that the artist Maxim Lyulyukin has created already the first new space ships which could be directly used with the FGE. I'm putting at the end of the blog some screenshots of the first ship from Max.

3) Do you mean a mission that takes place in space? I made a space level, but removed it then from the pack. The "problem" is that you never get rid of the fog in TGE. So, if you want to make a space shooter game, you need to patch the engine and remove the fog. So in general yes, would be possible, but no, it's not included (yet).

4) No, no special space combat physics. Btw: what do you mean by space combat physics? :-) It's just plain the vehicle physics from stock Torque, nothing special.

Hope I answered your questions. If not, don't hestitate to ask.

Space ship from Max






Steve Flowers   (Jun 20, 2007 at 00:38 GMT)
Is there a place we can poke the GG beaver with a stick to get this thing on the market? I'd love to get started playing with this:)

Snowhill06   (Jun 20, 2007 at 03:29 GMT)
Martin you said that it would be hard to have a space mission in tge because you cant remove the fog. I know of a good way to bypass that problem.First try setting the fog distance way past the camera view range say something like 100000. You could also try setting the fog color to black since space is black it wouldn't make much difference.

James Brad Barnette   (Jun 20, 2007 at 03:41 GMT)
yeah I was thinking about that all of the ol space shooters used the second method. and had it way out there. I remember a PS1 game called G-Police that used that method

Man this is a little like waiting on christmas. :)

Martin Schultz   (Jun 20, 2007 at 08:09 GMT)
@Steve: Hehe, no, I poked them already enough... :-) If all goes well like now it's only a matter of days until release. The majority of issues have been cleared.

@Snowhill: Sounds good. I haven't spend sooo much time into it. After making the fog to black it looked weired because the upper half had the stars background of the sky and the lower part was black without stars because of the black fog. Didn't try that with the view range. Sounds promising. I would be glad if you find a way to get it working. If you like, we could add it then to the FGE docs for the 1.1 version.

@James: Soon it's christmas. After all the month of work I put in it makes me happy you're waiting on this. :-)

Martin Schultz   (Jun 20, 2007 at 19:28 GMT)
Good news!

All legal/licensing issues are cleared! Got the go from GG. FGE is going to be released tomorrow!

James Brad Barnette   (Jun 20, 2007 at 20:00 GMT)
Sweet I will pick it up then!!!!

Martin Schultz   (Jun 21, 2007 at 14:22 GMT)
It's out!!! See the blog here.

James Brad Barnette   (Jun 21, 2007 at 14:22 GMT)
where oh where my credit card is about to burst into flames!

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