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Plan for Mark Barner
Plan for Mark Barner
| Name: | Mark Barner | ![]() |
|---|---|---|
| Date Posted: | Nov 09, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Mark Barner |
Blog post
Plans for making our first game. Our project name is: "Kilo-watt: The quest for power". What is it about? It is a game based somewhat on the Mad Max movies. Tribes/clans will be fighting over gasoline, oil and other energy sources.
Since my last post on Oct 1, 2005... I got my computer back up and running. I lost very little data which was a relief.
A couple of months ago we decided to startup a new project. It was going to be a Battlefield type game. Well, after putting things down on paper, things kind of went a different direction. I guess when we talked about features in different games we liked, we developed a better idea for a game we wanted to make.
Here is what we got so far:
The team consists of myself and Rick Morrison. Our project name is: "Kilo-watt: The quest for power". What is it about? It is a game based somewhat on the Mad Max movies. Tribes/clans will be fighting over gasoline, oil and other energy sources.
What is our goals?
- to learn TGE
- to make a game
- to experiment on code for future game ideas
- to learn game development
Rules
- can only use free or low cost software ($0-$300 price range)
- use content packs for quick prototyping
- use GG community resources
- keep notes
In progress
- notes for game/ideas (legal pad)
- links to resources (webpage)
- setting up dummy objects/interiors for prototyping
- integrating content packs for prototyping
- weekly .plans to track progress (GG blogs)
What to do next?
- do a quick prototype with content packs (2-3 weeks)
...possible hurdles
- family life
- holiday season
- end of earth as we know it (game becomes reality)
A couple of months ago we decided to startup a new project. It was going to be a Battlefield type game. Well, after putting things down on paper, things kind of went a different direction. I guess when we talked about features in different games we liked, we developed a better idea for a game we wanted to make.
Here is what we got so far:
The team consists of myself and Rick Morrison. Our project name is: "Kilo-watt: The quest for power". What is it about? It is a game based somewhat on the Mad Max movies. Tribes/clans will be fighting over gasoline, oil and other energy sources.
What is our goals?
- to learn TGE
- to make a game
- to experiment on code for future game ideas
- to learn game development
Rules
- can only use free or low cost software ($0-$300 price range)
- use content packs for quick prototyping
- use GG community resources
- keep notes
In progress
- notes for game/ideas (legal pad)
- links to resources (webpage)
- setting up dummy objects/interiors for prototyping
- integrating content packs for prototyping
- weekly .plans to track progress (GG blogs)
What to do next?
- do a quick prototype with content packs (2-3 weeks)
...possible hurdles
- family life
- holiday season
- end of earth as we know it (game becomes reality)
Recent Blog Posts
| List: | 07/15/06 - Barnsmorr Castle update. 04/30/06 - A newbie 04/21/06 - Torque specific books 03/26/06 - GPGT book: Half way - review. 01/16/06 - A newbie 11/28/05 - Plan for Mark Barner 11/18/05 - Plan for Mark Barner 11/09/05 - Plan for Mark Barner |
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Submit your own resources!| BigPapa (Nov 09, 2005 at 13:37 GMT) |
Edited on Nov 09, 2005 13:37 GMT
| Chris Labombard (Nov 09, 2005 at 16:15 GMT) |
Quote:
- use content packs for quick prototyping
Just use what you already have. You don't need content packs for prototyping. They are an expense you don't need.
| Mark Barner (Nov 09, 2005 at 23:15 GMT) |
As for the content packs... I already own several of them. I bought them to help learn how to do things with TGE. I figured since I had them already, they would also help me in prototyping our game. Plus some of the things in the content packs will be used in our game.
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