Update: Sickhead TGB Tile Pack
by Russell Fincher · 06/20/2006 (7:12 pm) · 42 comments
Update... Sickhead Games' Torque Game Builder Tile Pack #1

The content pack and the video...
Work on our first content pack for Torque Game Builder has run a little longer than intended (though I'm glad to say we've got a lot going on around here these days), but we've got enough built to share what we've been up to. Obviously this is looking more like a full-on top-down starter kit than just a tile pack, since the code will be included to get this stuff working right outta the box. (box not included)
So this release will not only have the tiles and sprites listed in my previous plan, but also include all the sorting and 3D code that Tom's been working on, as well as a few royalty-free sounds.
Check out the video below for a run-through of a little demonstration map. Sorry for the poor quality. There's a reason we're not called Sickhead Video Encoding Company.

Sorting
We've enabled a sorting system that governs which sprites are in front, as well as a 3d-ish collision volume tweak that gives them depth. Direct any technical comments here to Tom, since I don't get the technical stuff. Good thing thing for me he's made adding the sorting information for the sprites dead simple. I'm also glad to say we'll be including a lot of animated vegetation, just subtle stuff like the trees and the elephant ear plant seen in the video. A small breeze goes a long way towards livening things up.
Finishing up
As far as the art goes, we're still pretty much on track for the content listed before. We mostly wanted to show off the current state of the "gameplay". We'll wrapping this stuff up in the next couple of weeks and it should hopefully be available soon after that. Take care, gang...
Russell Fincher
Lead Artist | Co-owner
Sickhead Games




The content pack and the video...
Work on our first content pack for Torque Game Builder has run a little longer than intended (though I'm glad to say we've got a lot going on around here these days), but we've got enough built to share what we've been up to. Obviously this is looking more like a full-on top-down starter kit than just a tile pack, since the code will be included to get this stuff working right outta the box. (box not included)
So this release will not only have the tiles and sprites listed in my previous plan, but also include all the sorting and 3D code that Tom's been working on, as well as a few royalty-free sounds.
Check out the video below for a run-through of a little demonstration map. Sorry for the poor quality. There's a reason we're not called Sickhead Video Encoding Company.
We've enabled a sorting system that governs which sprites are in front, as well as a 3d-ish collision volume tweak that gives them depth. Direct any technical comments here to Tom, since I don't get the technical stuff. Good thing thing for me he's made adding the sorting information for the sprites dead simple. I'm also glad to say we'll be including a lot of animated vegetation, just subtle stuff like the trees and the elephant ear plant seen in the video. A small breeze goes a long way towards livening things up.
Finishing up
As far as the art goes, we're still pretty much on track for the content listed before. We mostly wanted to show off the current state of the "gameplay". We'll wrapping this stuff up in the next couple of weeks and it should hopefully be available soon after that. Take care, gang...
Lead Artist | Co-owner
Sickhead Games
About the author
Art Lead at Sickhead Games, focused on dev tools and prototyping, instructor/advisor at several Dallas colleges and universities, Associate Developer with GarageGames, champion of avant-garde game art at uncommonassembly.com.
#42
12/10/2006 (11:02 pm)
Pardon my confusion, Russell, but is this all in the Adventure Kit? Or is the Tile Kit still separate? I'm after tiles, but not necessarily the complete Adventure Pack. 
Associate Russell Fincher
Sickhead Games