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TGEA Cutover!

TGEA Cutover!
Name:Arcanor
Date Posted:Jul 25, 2007
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I've taken the plunge and purchased a license for TGEA, and I'm currently in the process of merging code in my MMORPG project Arcanoria (http://www.arcanoria.com). We have 16 developers now - WOW, it's been quite a ride so far! Let me know if you want to join our team, as always. I believe in domination by collaboration, hehe.

Our current development status snapshot looks sort of like this:

- TGEA+AFXA (we're in the beta for AFX's new TGEA version) integration with Gryphon MMOKIT code from Dream Games, and our proprietary code (which isn't much yet, but we're about ready to add a lot of stuff in)

- Atlas terrain generation using L3DT, finalizing decisions for scale/size

- regional maps making great progress, especially our focus region: the human racial starting and levelling areas. Some regions are ready for terrain building, others are still to come.

- player model integration from Frogames and Arteria model packs for humans, norsemen, elves

- new models being worked on for gnomes, and lizardfolk (dark elves coming soon)

- game core system: deep in the middle of templates and mathematical formulae for combat, classes, skills, attributes, etc. Should be coding these proprietary modifications within the next week.

- backstory is really coming along GREAT, I'm excited just thinking about the possibilities for questing and storyline. The game is going to have a unique feel to it, as we're taking the concept of the typical "undead monsters" into a new direction. Also, depending on which race you choose to play, you'll have a different relationship with the "Arcanorians". More to come later on this!

For more information please feel free to visit our main game website (http://www.arcanoria.com) and read through our History page, which has a lot more detailed blogs over time, since I began this project back in January of this year. Thanks for reading!

Recent Blog Posts
List:09/25/08 - Arcanoria MMORPG - playable demo scheduled for December 2008
11/13/07 - The Perils of Art Packs - LOD issues
09/12/07 - Technology Updates for Arcanoria
07/25/07 - TGEA Cutover!
06/21/07 - Arcanoria Medieval Fantasy Online RPG: new Artwork
05/18/07 - Innovate, But Do It Carefully
05/03/07 - Rob Sandbach Joins Arcanoria! ...and other news
04/24/07 - Arcanoria - a SMORPG project

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Mark Dynna   (Jul 25, 2007 at 22:27 GMT)
Welcome to the exciting and frustrating world of TGEA!

Tom Eastman (Eastbeast314)   (Jul 26, 2007 at 03:48 GMT)
Next time, post some screenshots!

I checked out the gallery and the game already looks cool - can't wait to see some TGEA magic in there :)

Michael Beck   (Jul 28, 2007 at 00:31 GMT)
I've been looking around a lot and considering using TGEA and L3DT for my upcoming project, but have seen a lot of people complaining about the issues involved with Atlas and L3DT. Have you guys experienced anything along these lines, or have those issues been mostly fixed since then?

Michael Hense   (Jul 28, 2007 at 11:07 GMT)
LOL @ Mark :)

--Mike

Arcanor   (Jul 30, 2007 at 09:59 GMT)
@Michael Beck: We've thus far had no real problems with L3DT and Atlas. We've only just begun however, and I'm not sure what problems I should be expecting to find. Thus far we've been able to generate one huge heightmap for our world, at 8k x 8k pixels, then bring it into the game as a 4m per pixel map. We based it on our world map JPG, which we imported into L3DT without any issues.

We have screenshots up of the terrain as rendered by TGEA at www.arcanoria.com/gallery.php in the "Screenshots - July 27" album.
Edited on Jul 30, 2007 09:59 GMT

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