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Random Mission Pack:Done!

Random Mission Pack:Done!
Name:Richard_H 
Date Posted:Jun 21, 2007
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At last, my Random Mission Pack is completed! Sorry it took so long, setting up a website and online store wasn't as fast as I though.

The Random Mission Pack is a code pack for the Torque Gaming Engines. This code pack allows for easy implementation of a flexible random level generator in the Torque Gaming engine.

This pack is very flexible and can easily be modified by script. The pack allows for multiple stages of object placement and placement based on pre-placed objects. It comes with 2 tile-based patterns for placing objects and a working example (uses FPS Starter Kit).

At the moment the version completed comes with simple, programmer art. Later there will be a separate pack containing better art for a higher price.

Visit my site for more info or purchase it here for $20.

Enjoy and don't forget to comment!

Recent Blog Posts
List:09/15/07 - Redesigned Website
07/04/07 - AI Wars
06/21/07 - Random Mission Pack:Done!
05/30/07 - Random Mission Pack:It's not dead!
03/14/07 - Random Mission Pack:Road Update
02/24/07 - Random Mission Pack
11/29/06 - New Game
11/09/06 - Temp Resource: Script Time

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Richard_H   (Jun 21, 2007 at 19:36 GMT)
Please inform me if anything could be changed.

Florian   (Jun 21, 2007 at 22:58 GMT)
woot, looks great =D
way better than it was at the first blog :)

You could add fucntions like adding traffic objects(stoplights, signs, crossings etc) and maybe some trees or grass in the squares between the streets, maybe some parking lots, just the normal stuff in a city

also i have a question about the buildings, are they prebuild DTS/DIF files or dynamicly build models?

other than that, great pack, im loookin forward making great citys ^^

Edward   (Jun 21, 2007 at 23:07 GMT)
you finally figured out that bug, awesome. :)

Richard_H   (Jun 22, 2007 at 00:47 GMT)
Florian: The buildings are prebuilt .difs, though theoreticly you could dynamicly build them. There will be another version with more art, including some of the things you've mentioned.

Edward: Which bug?

Stephan (viKKing) Bondier   (Jun 22, 2007 at 07:27 GMT)
Good to see you finished it! 8-)

Trace Kern   (Jun 22, 2007 at 21:22 GMT)
I'm curious. I know this was made for TGE, but could any of the code for this be converted to use in TGB? I've got a prototype in the works, which will need random level placement eventually, and if I could use this even as a working base, that'd cut my dev time alot.

Richard_H   (Jun 22, 2007 at 21:25 GMT)
Though I'm not certain of how TGB works, this will probably work with it. You'll need TGB Pro so you can add the C++ file and you'll need to change the script a bit (remove Z-cord), but the C++ Backbone should be fine. It iterates though a 2D grid placing 3D objects at X and Y cords. It shouldn't be much of a problem to convert it.

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