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Plan for Samuel Lopez De Victoria
Plan for Samuel Lopez De Victoria
| Name: | Samuel Lopez De Victoria | ![]() |
|---|---|---|
| Date Posted: | Sep 14, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Samuel Lopez De Victoria |
Blog post
The art world and the possible idea of a fighting game Torque Dev pack.
Well, la de da! (I write this from in between taking a break from college homework, bleh!)
Some good news. If anyone remembers me from my last plan (I doubt you would, it's not like I'm Tim Aste or whatnot) I mentioned I would be talking about the gaming and art world. Unfortunatley, I have been too busy with setting up an entire art show last week and attending the opening of it so I'll just talk about the art show until next time. It's my two sisters' solo art show in which I helped conceptualize and program some of the art. Here's one of the ads (low rez jpeg version) that ran in some national art magazines:

The main theme of the show was lighting and luckly enough, the opening night we had a huge thunderstorm (which was actually what my sisters and I wanted!). Amazingly over 500 people showed up for this show. Some big wigs in the art industry really liked what they saw and I have yet to hear of any negative feedback. The whole installation for the artwork and the "push art" (our label for the artsy games) was pretty awsome. It took a whole week for my sisters and I to set it up. I would love to show pictures of the show in progress, but I still need to get the pictures from our photographer of the show so you'll have to wait till next .plan...
Below are pics of the two games. These screens really don't give the games any justice, as they have to be seen in action. The first screen is of the game 'Super Bolt'. Anything that looks holographic in the screens actually was implimented with a neat little glittering affect that blew most people away. The entire game was controlled by a large circular stand in which one of my sisters and I built. It was the biggest hit of the show :)

the second game 'Static' , while not as complicated to program, was also a huge hit. The aspect of the game was to prevent the lines from the left from hitting your 'bases' by rubbing your in-game hand on the cloud to shoot a static bolt at the enemys. Some people even got to levels on the game I programed in that even I never was able to get to!

I can't really say what I programmed these games with (not for any legal or bad reasons), but I can say I was happy with what the end product came out to be. It was a bit better than I had expected. If you are at all interested in going to see my sisters' and my stuff, feel free to go, as the exhebition is still going on.
mkay... now that that I've said that, let me move on to what I have been in the process of evaluating in terms of Torque.
Seeing as how the Torque engine already has a FPS, Racing, and Strategy pack for purchase, I wondered "Would it be a good idea for more packs to be released to make dev time more realistic and open ended for developers?". Oddly enough, this is coming from me, a guy who has yet to really understand the full power of TDK (I am currently 80% done with "3D Programming All in One", but have had to take an extended break from it due to school). I came to realize that also, seeing as how the Torque Shader Engine is already being worked on for the new Xbox 360, I would love to put together a pack for one of my favorite genres: Fighting Games. I know for the Toque engine it may seem like a total twist of code for something that is primarily focused on FPS type stuff, but I think it is possible. Fighting games are a hefty thing to put together... Really from a programmers point of view it can be hell (yeah, I sometimes tend to think a good fighting game engine is one of those things that give alot of coders headaches) as well as a character animator. The transition of animations as well as other things are some of the stuff that may get people running up walls out of insanity... I would love to pull a group of people together to work on a project for this, but seeing my lack of experience may, and probably will, shy away most people from working with me on such a pack. If all else fails, this may actually end up being a better idea for Torque 2D, since T2D dosn't really have a 'pack' as of yet (I know it's not totally finished, but a pack is still valid possibly). If you're at all interested in this idea, please send me a message or e-mail me at RelentlessRolento@yahoo.com.
well, back to my schoolwork... I'm still missing some of my textbooks, and unfortunatley, have overdrafted my bank account for the first timedue to money being needed for the art show. Oh well... looks like I wont be getting those textbooks soon :-P
Hopefully I will be able to get to that article I'm going to write up about the Art world and the game world comming together. Till next time.
Some good news. If anyone remembers me from my last plan (I doubt you would, it's not like I'm Tim Aste or whatnot) I mentioned I would be talking about the gaming and art world. Unfortunatley, I have been too busy with setting up an entire art show last week and attending the opening of it so I'll just talk about the art show until next time. It's my two sisters' solo art show in which I helped conceptualize and program some of the art. Here's one of the ads (low rez jpeg version) that ran in some national art magazines:

The main theme of the show was lighting and luckly enough, the opening night we had a huge thunderstorm (which was actually what my sisters and I wanted!). Amazingly over 500 people showed up for this show. Some big wigs in the art industry really liked what they saw and I have yet to hear of any negative feedback. The whole installation for the artwork and the "push art" (our label for the artsy games) was pretty awsome. It took a whole week for my sisters and I to set it up. I would love to show pictures of the show in progress, but I still need to get the pictures from our photographer of the show so you'll have to wait till next .plan...
Below are pics of the two games. These screens really don't give the games any justice, as they have to be seen in action. The first screen is of the game 'Super Bolt'. Anything that looks holographic in the screens actually was implimented with a neat little glittering affect that blew most people away. The entire game was controlled by a large circular stand in which one of my sisters and I built. It was the biggest hit of the show :)

the second game 'Static' , while not as complicated to program, was also a huge hit. The aspect of the game was to prevent the lines from the left from hitting your 'bases' by rubbing your in-game hand on the cloud to shoot a static bolt at the enemys. Some people even got to levels on the game I programed in that even I never was able to get to!

I can't really say what I programmed these games with (not for any legal or bad reasons), but I can say I was happy with what the end product came out to be. It was a bit better than I had expected. If you are at all interested in going to see my sisters' and my stuff, feel free to go, as the exhebition is still going on.
mkay... now that that I've said that, let me move on to what I have been in the process of evaluating in terms of Torque.
Seeing as how the Torque engine already has a FPS, Racing, and Strategy pack for purchase, I wondered "Would it be a good idea for more packs to be released to make dev time more realistic and open ended for developers?". Oddly enough, this is coming from me, a guy who has yet to really understand the full power of TDK (I am currently 80% done with "3D Programming All in One", but have had to take an extended break from it due to school). I came to realize that also, seeing as how the Torque Shader Engine is already being worked on for the new Xbox 360, I would love to put together a pack for one of my favorite genres: Fighting Games. I know for the Toque engine it may seem like a total twist of code for something that is primarily focused on FPS type stuff, but I think it is possible. Fighting games are a hefty thing to put together... Really from a programmers point of view it can be hell (yeah, I sometimes tend to think a good fighting game engine is one of those things that give alot of coders headaches) as well as a character animator. The transition of animations as well as other things are some of the stuff that may get people running up walls out of insanity... I would love to pull a group of people together to work on a project for this, but seeing my lack of experience may, and probably will, shy away most people from working with me on such a pack. If all else fails, this may actually end up being a better idea for Torque 2D, since T2D dosn't really have a 'pack' as of yet (I know it's not totally finished, but a pack is still valid possibly). If you're at all interested in this idea, please send me a message or e-mail me at RelentlessRolento@yahoo.com.
well, back to my schoolwork... I'm still missing some of my textbooks, and unfortunatley, have overdrafted my bank account for the first timedue to money being needed for the art show. Oh well... looks like I wont be getting those textbooks soon :-P
Hopefully I will be able to get to that article I'm going to write up about the Art world and the game world comming together. Till next time.
Recent Blog Posts
| List: | 12/01/05 - Plan for Samuel Lopez De Victoria 09/14/05 - Plan for Samuel Lopez De Victoria 07/26/05 - Plan for Samuel Lopez De Victoria 06/10/05 - Plan for Samuel Lopez De Victoria |
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Submit your own resources!| Chris Calef (Sep 14, 2005 at 07:37 GMT) |
| Joshua Dallman (Sep 14, 2005 at 08:08 GMT) |
P.S. Tim Aste(tm) is a registered trademark of GarageGames Inc (c) 2005 all rights reserved
| Stephen Zepp (Sep 15, 2005 at 02:23 GMT) |
P.S.: Guess It's time to let the cat out of the bag...there really isn't a real live "Tim Aste"....it stands for Tommy, Inigo, Michael, And STEphen....sorry to dissapoint!
/duck
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