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Diary of a coder 2

Diary of a coder 2
Name:The Trusted One 
Date Posted:Aug 11, 2006
Rating:1.0 out of 5
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I have been looking at the free version of a plugin for 3D Studio MAx that allows the use of splines to make interiors, then export and open in Quark to export the Dif. I like the idea of using Max for the interiors as our license of Max 8.0 was not exactly cheap (GG should have a chat with the guys at autodesk).

I was going blind from staring at the interriors so I took a step back and have implemented the advanced camera resource to the engine.

We have a few unique aspects we are hoping to have in the engine for this project, here is a quick run down of the publicly available ones:

1. "Place camera anywhere" interface, I want the user to be able to place the camera anywhere in 3d space realative to the player, of course there will be limitations, IE must be within 30' of the player :)

2. "Real anatomical damage" we have licensed the visible human project, my plan is to use the information gathered from this to have a subsystem of the engine determine the force a sword blow hit with and then determine what major structures would have been damaged, so lets say a tendon in the arm was cut right through that character can no longer move the arm in the manor that the tendon controls

3. Neural Network based AI - acutal learning an eveolving NPC's, I am hoping to be able to use the rtNEAT base as a starting point for this section.

4. "Go Anywhere" - This game while it is being based of a linear story we want to have the interface be like GTA (God I hated thoughs games)

5. No stupid ways to die, IE you cant accidently slip of a bridge (however you can jump off it) and plumet to your death

so these are the targets for the engine, there are more I cant talk about, I wish I had more time to devote just to the engine, but I a buried up to my neck in modeling.

I almost have the main char modeled, so today I am going to have to research how to rig/animate/texture and export her from 3DS Max 8.0 into Torque (I hope it is easier then interiors, that took me a while to get to work right).

I will try to post some concept images in my next blog which will probably be on monday.

The Trusted One

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List:08/11/06 - Diary of a coder 2
08/10/06 - Diary of a coder 1

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Surge   (Aug 11, 2006 at 11:46 GMT)
The free version 2.22 is great. The only draw Back with GLB 3 back is the UV Map exporting
Edited on Aug 14, 2006 12:38 GMT

Surge   (Aug 11, 2006 at 11:54 GMT)

Edited on Aug 14, 2006 12:37 GMT

Ray Noolness Gebhardt   (Aug 11, 2006 at 16:41 GMT)
I own GLB and its not that impressive. Other than using the funky spline based editing, if you want to make an interior, you have to create it out of thousands of deformed cube. This means its exactly like creating a map in a bsp editor, but without the bsp specific modeling features. To top it all off, if won't let you export your UV texturing. You would be better off using Hammer until Constructor comes out.

Logan Foster   (Aug 11, 2006 at 16:52 GMT)
FYI: GG has tried to talk to most of the major 3D vendors out there and havent been successful at convincing them that they should give a discounted version to indies. Though to be perfectly honest why should they? These major 3D vendors spend millions on R&D and employee hundreds of developers to continue to advance their software so that the next release is bigger, faster and better and thus allowing for more productivity. So it does them and no one else any favors by cutting costs in some vain attempt to get a few extra sales.

Sure one could argue that by supporting indies they get some great publicity out of it. But lets be honest here, giving a discount to a group that have all the cards stacked against them just doesnt look good. Chances are that 99 out of 100 of us will never even get a game published and those that do have to kick hard to tread enough water to stay afloat.

Sure costs are high, but making a game costs money and if teams are unwilling to invest in themselves then how can they possibly succeed? A team that is worth its weight can afford to buy high end 3D application and succeed with it, not just through making games, but art and contact packs as well which easily allow them to make back their investment in a matter of weeks, and this is why I feel that indies honestly do not need discounts.

Alienforce   (Aug 11, 2006 at 22:22 GMT)
www.leadwerks.com 3D WorldStudio, Just a suggestion.

Kevin Rogers   (Aug 11, 2006 at 23:56 GMT)
@L Foster: Thanks for that happy and inspiring post -- Since apparently my chances as an indie are nil I'm just gonna go jump off a bridge now. =P

But seriously, I agree with Ray... hold out for Constructor and just use QuArK or Hammer ( or Radiant? ) for now. I imagine you're still in the prototyping stage anyway so having finalized interiors shouldn't be a necessity yet.

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