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Orcs vs. Martians

Orcs vs. Martians
Name:Geom
Date Posted:Jul 11, 2007
Rating:4.7 out of 5
Public:YES
Comments:YES
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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!!



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

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Chip Lambert   (Jul 11, 2007 at 03:40 GMT)   Resource Rating: 4
I love seeing stuff being done with the RTS kit. Makes me want to go back to my RTS idea :)

Todd Pickens   (Jul 11, 2007 at 05:48 GMT)   Resource Rating: 5
AAAa HAHAHAHAhahahaha THAT ROCKS!

Great Job! Very glad to see this coming along.

Stephan (viKKing) Bondier   (Jul 11, 2007 at 06:46 GMT)
Looks good.

Gareth Fouche   (Jul 11, 2007 at 06:55 GMT)
Excellent, excellent work. Really, well done!

James Laker (BurNinG)   (Jul 11, 2007 at 07:33 GMT)
Love your work! :)

Canon   (Jul 11, 2007 at 07:57 GMT)
Great Geom!

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)
Nice work - looks like you have put in a lot of effort. It's a great testimonial for the RTS pack - now I want to buy one too!

Matt Huston   (Jul 11, 2007 at 16:02 GMT)
Glad to see someone making good use of the RTS.

Good work - looks like you've done a lot of it.

Tom Eastman (Eastbeast314)   (Jul 11, 2007 at 18:36 GMT)
Looks great!

Geom   (Jul 11, 2007 at 20:51 GMT)
Thanks for the comments! Well, here's to hoping that potential customers are going to like it too...

(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)
Very nice progress on that, I like the tranlucent building showing what's going to be built, and being a huge rts fan I agree with you on the end game stats. I love detailed ones where I can compare my side to everyone else on many levels.

Andy Hawkins   (Jul 11, 2007 at 22:58 GMT)
So any chance we could try a tech demo?

Geom   (Jul 12, 2007 at 05:12 GMT)
Funny you should ask that... want to be a beta tester? :)

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)
Incredible amount of work man. Good to see your progress (Im suscribed to your home page anyway :D )

I see now the tabs you were talking about, really look great. Can be skinned?

Geom   (Jul 12, 2007 at 19:39 GMT)
Can't be skinned yet, but I want to add that. Like, allow the user to specify custom bitmaps for the tabs if he wants.

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)
Well with skin capacity it will gain fantastic mod-potenciallity (im thinking Starcraft-like end-game gui) :D

Sami Pussinen   (Oct 11, 2007 at 15:39 GMT)   Resource Rating: 5
AWESOME WORK! tech demo?

Geom   (Oct 11, 2007 at 21:20 GMT)
Thanks! not yet, but I'm planning a public test release at some point.

Andy Hawkins   (Oct 11, 2007 at 22:25 GMT)
@Geom - sorry came back to this a bit late - yes I would be happy to beta test for you.

Marcus Gibson   (Oct 24, 2007 at 02:44 GMT)
Watching out for that public test release... Looks good.

Marcus Gibson   (Oct 24, 2007 at 08:34 GMT)
Hi Geom,

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)
Marcus, I would actually share more of my code if I could. But there are a lot of obstacles because of the way I've implemented things. For instance -

* 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)
BTW - the tab control doesn't have any of those sharing issues. It is really easy to use, so I'm excited about resourcing it. It's not finished yet though.

Novack   (Nov 02, 2007 at 06:45 GMT)
Mhh great to know about your sharing spirit Geom :D
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)
I think Micropather is a nice little A* solver, but it uses STL. (there's the STL issue again :[ ) So you'd either need to remove its STL usage or get STL compiling in Torque. Micropather also isn't super-optimized for game usage out-of-the-box, but there are some constants that can be tweaked to get it better.

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.

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