by date
Orcs vs. Martians
Orcs vs. Martians
| Name: | Geom | ![]() |
|---|---|---|
| Date Posted: | Jul 11, 2007 | |
| Rating: | 4.7 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Geom |
Blog post
It's been a while since I've posted about Orcs vs. Martians, and I've got something exciting nearly working, so I figure it's time for an update.
The past six months I've worked on a little of almost everything in this game - useability, gameplay, replays, the hud, graphics, sound effects, animations, networking, out-of-game guis and dialogs, you name it. Probably, the areas I've put the most effort into are the hud and the guis / menus. Although, sometimes it all seems like a blur :) so I'm not really sure.
In contrast to the other stuff, I've only spent a little time on the AI. I'm really looking forward to getting to that in a bigger way, one of the main reasons I wanted to write an RTS was to try some crazy ideas with the AI.
Some current screenshots.


The thing I'm excited about is, I'm close to allowing selection of different tile sets in the game. I think it's cool to see how different the game looks with different terrain textures; it's a pretty dramatic visual effect. And, I've already tried a few different ones -
here's a tile set consisting mostly of textures that came with the Torque 1.3 SDK. I'm not too crazy about this particular set - it's a bit dark, making it hard to see the units, but still it makes for an interesting variant.


Here's a 3rd tile set, consisting mostly of textures from the RTS environment pack. I thought this one came out looking really good. I need to do a little tweaking though like maybe smoothing out the transition from sand to grass.




So much for tile sets. Another new feature is, you can now order a worker to build multiple buildings. Just hold down SHIFT while placing a building, and you can queue up several of them. Very convenient for building a line of towers, since it lets you divert your attention elsewhere while the things are getthing built.
The queued buildings plans show up in the 3-D view as white, translucent buildings. (the green one is the building "cursor")

Another area I've been putting a lot of effort and thought into is the end-of-game gui. I feel it's important that the player have a satisfying end-of-game experience in an RTS, more so than other types of games. OVM's end-game gui now has quite a few stats and graphs (possibly, too many at this point):

The player can even watch a replay of the game right in this gui, while he's still connected to the server. Since players are still connected, they can watch the replay together and use the chat window while watching it. The replay is is sort of a poor-man's version; it's not a full-blown Torque replay, it just shows an enlarged version of the minimap and dots moving around on it.
Back to Torque-ing around. Charge!!

The past six months I've worked on a little of almost everything in this game - useability, gameplay, replays, the hud, graphics, sound effects, animations, networking, out-of-game guis and dialogs, you name it. Probably, the areas I've put the most effort into are the hud and the guis / menus. Although, sometimes it all seems like a blur :) so I'm not really sure.
In contrast to the other stuff, I've only spent a little time on the AI. I'm really looking forward to getting to that in a bigger way, one of the main reasons I wanted to write an RTS was to try some crazy ideas with the AI.
Some current screenshots.


The thing I'm excited about is, I'm close to allowing selection of different tile sets in the game. I think it's cool to see how different the game looks with different terrain textures; it's a pretty dramatic visual effect. And, I've already tried a few different ones -
here's a tile set consisting mostly of textures that came with the Torque 1.3 SDK. I'm not too crazy about this particular set - it's a bit dark, making it hard to see the units, but still it makes for an interesting variant.


Here's a 3rd tile set, consisting mostly of textures from the RTS environment pack. I thought this one came out looking really good. I need to do a little tweaking though like maybe smoothing out the transition from sand to grass.




So much for tile sets. Another new feature is, you can now order a worker to build multiple buildings. Just hold down SHIFT while placing a building, and you can queue up several of them. Very convenient for building a line of towers, since it lets you divert your attention elsewhere while the things are getthing built.
The queued buildings plans show up in the 3-D view as white, translucent buildings. (the green one is the building "cursor")

Another area I've been putting a lot of effort and thought into is the end-of-game gui. I feel it's important that the player have a satisfying end-of-game experience in an RTS, more so than other types of games. OVM's end-game gui now has quite a few stats and graphs (possibly, too many at this point):

The player can even watch a replay of the game right in this gui, while he's still connected to the server. Since players are still connected, they can watch the replay together and use the chat window while watching it. The replay is is sort of a poor-man's version; it's not a full-blown Torque replay, it just shows an enlarged version of the minimap and dots moving around on it.
Back to Torque-ing around. Charge!!

Recent Blog Posts
| List: | 10/04/08 - RTS game features and when to tie a bow 01/02/08 - Old fonts, new fonts 11/29/07 - Tab Control WIP 11/11/07 - OVM Beta1 test! 07/11/07 - Orcs vs. Martians 05/31/07 - work on programmatic DTS billboards 02/14/07 - Recoloring DTS shapes 01/24/07 - Orcs vs. Martians alpha |
|---|
Submit your own resources!| Chip Lambert (Jul 11, 2007 at 03:40 GMT) Resource Rating: 4 |
| Todd Pickens (Jul 11, 2007 at 05:48 GMT) Resource Rating: 5 |
Great Job! Very glad to see this coming along.
| Stephan (viKKing) Bondier (Jul 11, 2007 at 06:46 GMT) |
| Gareth Fouche (Jul 11, 2007 at 06:55 GMT) |
| James Laker (BurNinG) (Jul 11, 2007 at 07:33 GMT) |
| Canon (Jul 11, 2007 at 07:57 GMT) |
Did you notice the last CS update in the Frogames private forums? Some of the 18 new animations are perfect for your game.
Keep up the good work!
Christophe
| Andy Hawkins (Jul 11, 2007 at 14:05 GMT) |
| Matt Huston (Jul 11, 2007 at 16:02 GMT) |
Good work - looks like you've done a lot of it.
| Tom Eastman (Eastbeast314) (Jul 11, 2007 at 18:36 GMT) |
| Geom (Jul 11, 2007 at 20:51 GMT) |
(I won't mention how long I've gone without income :-P )
Christophe, looking forward to integrating those animations! They do look like what I need. The CS in general has been pretty much perfect for this project.
| J Sears (Jul 11, 2007 at 21:19 GMT) |
| Andy Hawkins (Jul 11, 2007 at 22:58 GMT) |
| Geom (Jul 12, 2007 at 05:12 GMT) |
Edit: the only thing I ask is that you provide feedback within a couple of weeks of the beta release.
Edited on Jul 12, 2007 05:13 GMT
| Novack (Jul 12, 2007 at 13:41 GMT) |
I see now the tabs you were talking about, really look great. Can be skinned?
| Geom (Jul 12, 2007 at 19:39 GMT) |
Yeah I really needed a tabbed control for this game. I use it in 3 places already . Twice in the end gui and once in the options dialog.
| Novack (Jul 13, 2007 at 01:25 GMT) |
| Sami Pussinen (Oct 11, 2007 at 15:39 GMT) Resource Rating: 5 |
| Geom (Oct 11, 2007 at 21:20 GMT) |
| Andy Hawkins (Oct 11, 2007 at 22:25 GMT) |
| Marcus Gibson (Oct 24, 2007 at 02:44 GMT) |
| Marcus Gibson (Oct 24, 2007 at 08:34 GMT) |
Have you thought about licensing your code to other TGE RTS developers? You seem to have gone further and been more successful than anyone else running with the RTS Starter Kit. As a newb Indie it would save me 1000s hrs scratch building solutions you've resolved: collision detection, path finding, resource management, AI, FoW, results/replay, tab ctrl, etc.
I'd happily pay at least the original RTS Kit price again for the privilege of seeing more of the code and negotiating use of specific elements. Payment would include license fee, full credit, profit share, and quid pro quo code access.
| Geom (Oct 25, 2007 at 06:15 GMT) |
* most of my features are implemented purely in C++, and aren't exposed to TorqueScript, which would be an issue for most people
* I use of STL a lot - difficult to get compiling with Torque
* I've modified the RTSSK extensively so it's difficult to pull out any one feature in isolation - for example, I got rid of the RTSConnection, and instead use the regular NetConnection everywhere
* I've also pretty heavily modded Torque itself like the Point2I, RectI, etc. classes, and my code relies on those mods too
which is all kind of unfortunate because I'd like to share the fog of war and pathfinding features in particular, I think those would be really useful to other RTS developers.
As far as releasing all my RTS features in a big package, that thought has occurred to me too, but it would be a bit of work and I don't want to tackle that til after this project.
Edited on Oct 25, 2007 06:17 GMT
| Geom (Oct 25, 2007 at 20:31 GMT) |
| Novack (Nov 02, 2007 at 06:45 GMT) |
Is great to see someone that has made such amount of work, to be willing to share it.
Thinking about the pathfinding, I see it would be dificult to just use your code, but maybe you could help us with some clues on implementing Micropather? I was thinking also on Gavin Bunney's Immersive AI which seems to have a good pathfinding solution, but in both cases I dont even look a line of code. If you have some time, could you also take a look at the Immersive AI pathfinding approach and give us an opinion?
And btw, good to know that the tab control is a live project! :)
| Geom (Nov 05, 2007 at 19:58 GMT) |
The Immersive AI project looks intriguing but it wasn't around when I started Orcs vs. Martians, so I didn't take a look at it. If its pathfinding can be pulled out easily, seems like that would definitely be worth a look. Because Immersive probably doesn't have Micropather's STL & performance issues.
You must be a member and be logged in to either append comments or rate this resource.



4.7 out of 5


