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SphyxGames News

SphyxGames News
Name:James Thompson 
Date Posted:May 02, 2006
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Blog post
SphyxGames has gone through many changes in the past few weeks:
We have started designing our next game The Four Factions, planning the next few steps in DawnOfMen and we have updated the website with loads of new information.
Most of the planning was for a meeting on Sunday.

DawnOfMen is nearing completion, below is an extract from our to-do list which is amazingly small compared to what we had on the list when we started:
For 0.6
1. Do a new background
2. Integrate Advanced options resource
3. Fix all known bugs

For 0.7
1. Convert wall and gate shapes to dts
2. Get catapult fully functional
3. Do wall destruction scripts
4. Make datablocks for all the particle effects
5. Make dts destruction look nice (add particle effects, sounds , etc)
6. More GUI improvements:
a. Menu button sounds
b. New button styles
c. Move buttons to a button bar which is a semi transparent yellow/orangey colour (transparent) at the top of the screen
d. Change the help button to a drop down list of all the help pages
e. Change background to a video of flying around a completed level (can use theora)
f. Move button bar to separate overlay GUI which is on every page
7. Integrate lighting pack
8. Integrate volume lighting resource
9. Fix all known bugs

For 0.8
1. Do particle and lighting effects in levels
2. Do sound effects in all levels
3. Complete all levels (excluding AI)
4. Change walls to destructible walls
5. Fix all known bugs

For 0.9
1. Integrate AI Pack
2. Add AI to all levels
3. Fix all known bugs

For 1.0
1. Get the game Alpha Tested
2. Do/add the suggestions submitted by the testers
3. Fix all known bugs so far
4. Get the game Beta Tested
5. Fix all known bugs so far
6. Do a release build (and change version number)
7. Take out world/gui editors etc.
8. Get the game Tested as a release candidate (only within SphyxGames)
9. Publish the game

As you can see most of that is simple stuff
So we are close

A word of thanks:
I would like to give a word of thanks to Dan Moyle; he has been fantastic in modelling our catapult and has done a fantastic piece of work. He has been very helpful and done some extra stuff which we did not ask for but secretly wanted.
Please send some paid work his way, I will certainly send him more in the future.

Another word of thanks:
Just saying thanks to the community your support in this project has been phenomenal

Other News:
In non-Torque related news we have also completed a professional edition of our shareware program The Savings Calculator.

Recent Blog Posts
List:11/04/06 - DOM, SG and future resources
10/01/06 - Progress on various things
09/02/06 - DawnOfMen & me
07/01/06 - DawnOfMen Alpha Progress
06/25/06 - DawnOfMen Alpha Release
06/18/06 - RSS
06/05/06 - DawnOfMen 0.8
05/29/06 - X-Fire Integration continued

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James Thompson   (May 02, 2006 at 18:30 GMT)
Looks like GG's servers are still messed up, its the symbols like ' # ~ * & etc. :(
Only on blogs now :)
Edited on May 02, 2006 18:31 GMT

Paul /*Wedge*/ DElia   (May 02, 2006 at 18:39 GMT)
Hahahahah... yeah... simple stuff. XP

James Thompson   (May 02, 2006 at 18:43 GMT)
how hard can it be to do a gui button?
god I hope I never regret saying that....

Paul /*Wedge*/ DElia   (May 02, 2006 at 22:31 GMT)
I saw you put up an ad for a catapult. I prolly don't have the time, but based on what you said, it would't be that hard to do using a player. Just cut down their physics to make them really slow, push a new movemap that removes the mouse turning, and either give it an invisible weapon image or just make a new firing functionality all together tied to an animation.

James Thompson   (May 03, 2006 at 14:54 GMT)
it's mainly the four ammo thing and explodable ammo thats the problem

Paul /*Wedge*/ DElia   (May 06, 2006 at 07:52 GMT)
Well the catapult only has one kind of weapon, so instead of different ammo types, just make a few "different" weapons for it, and change those on it.

James Thompson   (May 06, 2006 at 10:31 GMT)
Like different catapult scripts but using the same model?

Paul /*Wedge*/ DElia   (May 07, 2006 at 00:08 GMT)
I'm assuming you are mounting images to the catapult for it's weapons (like the crossbow, that's a shapeimage). You could just make a shapeimage for each type of ammo, and change those out like you normally change weapons.

James Thompson   (May 15, 2006 at 15:22 GMT)
@ Paul - Its its own weapon, or it will be, at the moment its as you described

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