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-- Lanna -- development blog
-- Lanna -- development blog
| Name: | Aun Arinyasak | ![]() |
|---|---|---|
| Date Posted: | Oct 07, 2006 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Aun Arinyasak |
Blog post
My team just finish a project named Lanna (but according to the design document it's name is Wild of Wars which doesn't make much sense). And of course we choose to use Torque game engine. This project took us about two month to do with the amount of 4 people in our team. The team is consist with one - project manage (also a programmer , sound engineer and a particle designer ) , two programmers , and one 2D artist (you might be thinking were is the modeler and animator , huh). Almost every resources used in the game were made just for this game , it is because of the design documents that made us unable to buy models for this game. And it was our company policies that made us unable to hire a freelance modeler, so the models and animations were done by a programmer's work. So here are some screenies and details from the project.
This is the title and the credit page. In the title page we use the cg water resource and our cg glow effect to make it brighter. On the right is the credit page .

Here is one of intro story picture before playing the game. The language we used in the game is Thai language and was easily put into Torque.

On the left is the player's inventory system and the save-load game system. And on the right is the dialog system we use trough out the game. You could see the hero's hand is on fire, for this effect we use Torque's stock ShapeBaseImage and Particle with a little modification so the particle's could always be rendered.

This is some of the in-game screenies. The game is Action-Rpg the player could basically play in a first-person view or third-person view. This is one of the levels I like most, where the Ai would hide behind the stones in the mission and attack you when you turn your back on them.

The hero could select 4 weapons to use 3 of them are firing weapons and one is a melee weapon. First we use the Realm War melee resource to do the melee attacking system, it turn out to be very hard for us to export the models to do the animations correctly (remember we didn't have any modelers or animators) and even when the animation was exported correctly we couldn't change the time scale to make the weapon hit the player. So we had to do the melee attacking system by ourselves and got some good results from it, but still if you are going to do a melee system, Realm War is a good place to start.

In this picture you could tell that the camera isn't Torque stock camera. The camera is one of the elements in the game we spend most of our time on. And it really paid off, the camera really bring more dynamic to the game.

The last picture here are some fighting screenies. We made some tribe houses and objects to put in our mission but for some reason it was taking a lot of frame-rate so all of the interior couldn't be put in the game(they were all low ploygons). Even until now I still don't know why the interiors in the starter.fps didn't have any problem droping in our game(it was just a test we didn't put any starter.fps interiors in our game ), but why ours were taking alot of frame-rate.

So, done with the development blog of Lanna. After we finish this project we all decided to quit working for our company. We all felt we love making games but disappointed on how our company is making it. So, now I guess I am on a long vacation until I think of something to do. That would be absolutely making another game. :)
Aun.
This is the title and the credit page. In the title page we use the cg water resource and our cg glow effect to make it brighter. On the right is the credit page .

Here is one of intro story picture before playing the game. The language we used in the game is Thai language and was easily put into Torque.

On the left is the player's inventory system and the save-load game system. And on the right is the dialog system we use trough out the game. You could see the hero's hand is on fire, for this effect we use Torque's stock ShapeBaseImage and Particle with a little modification so the particle's could always be rendered.

This is some of the in-game screenies. The game is Action-Rpg the player could basically play in a first-person view or third-person view. This is one of the levels I like most, where the Ai would hide behind the stones in the mission and attack you when you turn your back on them.

The hero could select 4 weapons to use 3 of them are firing weapons and one is a melee weapon. First we use the Realm War melee resource to do the melee attacking system, it turn out to be very hard for us to export the models to do the animations correctly (remember we didn't have any modelers or animators) and even when the animation was exported correctly we couldn't change the time scale to make the weapon hit the player. So we had to do the melee attacking system by ourselves and got some good results from it, but still if you are going to do a melee system, Realm War is a good place to start.

In this picture you could tell that the camera isn't Torque stock camera. The camera is one of the elements in the game we spend most of our time on. And it really paid off, the camera really bring more dynamic to the game.

The last picture here are some fighting screenies. We made some tribe houses and objects to put in our mission but for some reason it was taking a lot of frame-rate so all of the interior couldn't be put in the game(they were all low ploygons). Even until now I still don't know why the interiors in the starter.fps didn't have any problem droping in our game(it was just a test we didn't put any starter.fps interiors in our game ), but why ours were taking alot of frame-rate.

So, done with the development blog of Lanna. After we finish this project we all decided to quit working for our company. We all felt we love making games but disappointed on how our company is making it. So, now I guess I am on a long vacation until I think of something to do. That would be absolutely making another game. :)
Aun.
Recent Blog Posts
| List: | 02/06/08 - Bubble Warrior :: Demo Powered By TGB 07/17/07 - Fly to Malaysia and you'll get Dell's support 02/28/07 - -- Torque Motion -- with Adam and Ava Animations 01/09/07 - Enhance Your Kork Animations - Torque Motion Basic Animation Pack 10/07/06 - -- Lanna -- development blog 08/06/06 - My first bloomy plan |
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Submit your own resources!| Daz (Oct 07, 2006 at 11:57 GMT) |
| Aun Arinyasak (Oct 07, 2006 at 12:01 GMT) Resource Rating: 5 |
| Daz (Oct 07, 2006 at 12:07 GMT) |
Edited on Oct 07, 2006 13:56 GMT
| Aun Arinyasak (Oct 07, 2006 at 12:13 GMT) Resource Rating: 5 |
| Daz (Oct 07, 2006 at 12:19 GMT) |
I will send you an email about a project I have coming up. Nothing concrete yet, but is looking good. It's funded, so you will get paid if you are interested.
| Eaktra Promwanna (Oct 07, 2006 at 12:26 GMT) Resource Rating: 5 |
| Kirakorn Chimkool (Oct 07, 2006 at 12:38 GMT) |
Looking good ;)
Just for your info, I've just bought TSE (sorry TAT). Hehe.. my dream come true :)
| Josiah Wang (Oct 07, 2006 at 13:25 GMT) |
As for your low framerate, make sure you don't have any 'light leaks' [i forgot the proper term] - basically, make sure all your interiors are light sealed so that no light protrudes from the edges, etc
| Devon Ly (Oct 07, 2006 at 13:48 GMT) |
| Daz (Oct 07, 2006 at 13:57 GMT) |
Edited on Oct 07, 2006 13:58 GMT
| Dave Young (Oct 07, 2006 at 14:28 GMT) |
| Jeff Murray (Oct 07, 2006 at 14:45 GMT) |
One question ... how did you type all that code with those doggy paws? I imagine hitting one key at a time would be difficult :p
Edited on Oct 07, 2006 14:46 GMT
| Stephan (viKKing) Bondier (Oct 07, 2006 at 20:59 GMT) |
Hoping to see another game from you soon.
STef
Edited on Oct 07, 2006 22:18 GMT
| Edward Smith (Oct 07, 2006 at 23:13 GMT) |
Really like the title and credits screens, very nice start to the world :-).
Edited on Oct 07, 2006 23:17 GMT
| Aun Arinyasak (Oct 09, 2006 at 03:02 GMT) Resource Rating: 5 |
So it was a great experience with a great team .
Aun.
| Pisal Setthawong (Oct 30, 2006 at 09:03 GMT) |
Congratulations on your Game! Looks great! Especially the part of the particle and the ShapeBaseImage effect on the player's hand, quite ingenious :)
I symphatize on the part about the company not hiring more modelers on this project. At times one of the first things that a person thinks about is the visual elements, and with a dedicated modeler, it really could improve the overall quality of the project, which by looking at it its already great :)
On a short note, good luck on your future plans! I'm sure a talented person like yourself would find no trouble to find any work in the future :)
p.s. Sorry for the late comment. Though I usually troll around the plan part, I was quite busy with my game, so I didn't really have the chance to visit these places.
| Anthony Potamitis (Feb 03, 2007 at 09:18 GMT) |
| Akiraa (Feb 05, 2007 at 07:28 GMT) |
I am having trouble with this. I can get the characters to display on the screen but always from left to right !
I searched the forums and there is no information on how to export Right to Left languages.
Any help would be appreciated.
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5.0 out of 5


