City Hero Defense: Post 01
by Peter Mowry · 05/31/2009 (3:59 am) · 21 comments
Torque 3D team starts new project. Sharing initial progress to community. Also, looking for serious skilled long-term part-time hobby indie teammates or contributors. Please reply if interested. For any teammates (who has significant skill and time-effort-focus): code, 2d visual art, 3d visual art, level design, music/sound, etc.
The gameplay is cross-genre, and potential for diverse code areas. Takes place in a city, which heroes defend from attackers. The art style so far is comic book-esque and dark, though that could change depending on who we get (and keep) for artists. For now, working towards a version 0.1 game goal.
This video is just a code demo (rather than a gameplay demo). This video switches between two camera modes (action-rpg vs. fps camera) and two control modes (click-to-move vs. fps wasd move and click-to-shoot). First we see action-rpg camera with click-to-move (the zombie and the egg-robot also move towards the click point). Then we see action-rpg with fps wasd move and click-to-shoot. Then we see fps camera with wasd move and click-to-shoot. Then we see fps camera with click-to-move. Also notice the egg robot and zombie model imported and animating in Torque 3D in my sample flat terrain (with raised edges):
video url: www.vimeo.com/4925237
Edit: and here's a second video, which shows a sample modified main menu and player HUD. (Btw, "Quik" is just a typo, it's supposed to be "Quick", or at least that's the character's tentative name):
video url: www.vimeo.com/4936704
Edit: here's a 3rd video, showing more progress on fast-switching between 4 separate character cameras and controls (still using 1 sample HUD):
video url: www.vimeo.com/5040824
Edit: here's a 4th video, which gives the action-rpg movement both click-to-move and WASD (or arrow keys). Personally this is how I wanted Diablo 2 (or Diablo 3)'s controls to work. Although hold-down click is much better than rapid click, I think having the option to just press a keyboard key is even better (or to take it even a step further: option for auto-run with a keyboard key too?). The way it works is very simple; any keyboard move key pres sjust overrides the click-to-move. I also have a zombie pet following the click-to-move point in the video:
video url: www.vimeo.com/5056142
Edit: here's a 5th video, with more progress on the camera/movement system, including an RTS camera, and mouse-hold-down-click-to-move, and fluid switching between the systems (for example, if you do a click-to-move, it continues even when you change which player you control)
video url: www.vimeo.com/5138746
Edit: here's a 6th video, with a demo of working path-following. Any unit can follow a path of nodes (WYSIWYG with road editor). You can either (set any unit to walk on a path) or (spawn zombies to walk on a path). This makes it easy to do pre-defined (static) path-walking on a node-list (point-list) path.
video url: www.vimeo.com/5138910
And here's some very early stuff for: concept art, work-in-progress 3d model screen shot, screen shots in TGEA (from before Torque 3D beta was released). Zombie and Egg Robot are seen (animated) in the above Torque 3D video. Of course I love it (especially the concept art, and some of it starting to come to life as 3d models), but also keep in mind that this is all early prototype stuff, and my personal initial focus has been on the initial Torque 3D code development:











Previous post: www.garagegames.com/community/blogs/view/17191
Next Post, 02: www.garagegames.com/community/blogs/view/17867
Private message board is another way to contact me/us:
* www.mepem.com/game/forum/
The gameplay is cross-genre, and potential for diverse code areas. Takes place in a city, which heroes defend from attackers. The art style so far is comic book-esque and dark, though that could change depending on who we get (and keep) for artists. For now, working towards a version 0.1 game goal.
This video is just a code demo (rather than a gameplay demo). This video switches between two camera modes (action-rpg vs. fps camera) and two control modes (click-to-move vs. fps wasd move and click-to-shoot). First we see action-rpg camera with click-to-move (the zombie and the egg-robot also move towards the click point). Then we see action-rpg with fps wasd move and click-to-shoot. Then we see fps camera with wasd move and click-to-shoot. Then we see fps camera with click-to-move. Also notice the egg robot and zombie model imported and animating in Torque 3D in my sample flat terrain (with raised edges):
video url: www.vimeo.com/4925237
Edit: and here's a second video, which shows a sample modified main menu and player HUD. (Btw, "Quik" is just a typo, it's supposed to be "Quick", or at least that's the character's tentative name):
video url: www.vimeo.com/4936704
Edit: here's a 3rd video, showing more progress on fast-switching between 4 separate character cameras and controls (still using 1 sample HUD):
video url: www.vimeo.com/5040824
Edit: here's a 4th video, which gives the action-rpg movement both click-to-move and WASD (or arrow keys). Personally this is how I wanted Diablo 2 (or Diablo 3)'s controls to work. Although hold-down click is much better than rapid click, I think having the option to just press a keyboard key is even better (or to take it even a step further: option for auto-run with a keyboard key too?). The way it works is very simple; any keyboard move key pres sjust overrides the click-to-move. I also have a zombie pet following the click-to-move point in the video:
video url: www.vimeo.com/5056142
Edit: here's a 5th video, with more progress on the camera/movement system, including an RTS camera, and mouse-hold-down-click-to-move, and fluid switching between the systems (for example, if you do a click-to-move, it continues even when you change which player you control)
video url: www.vimeo.com/5138746
Edit: here's a 6th video, with a demo of working path-following. Any unit can follow a path of nodes (WYSIWYG with road editor). You can either (set any unit to walk on a path) or (spawn zombies to walk on a path). This makes it easy to do pre-defined (static) path-walking on a node-list (point-list) path.
video url: www.vimeo.com/5138910
And here's some very early stuff for: concept art, work-in-progress 3d model screen shot, screen shots in TGEA (from before Torque 3D beta was released). Zombie and Egg Robot are seen (animated) in the above Torque 3D video. Of course I love it (especially the concept art, and some of it starting to come to life as 3d models), but also keep in mind that this is all early prototype stuff, and my personal initial focus has been on the initial Torque 3D code development:











Previous post: www.garagegames.com/community/blogs/view/17191
Next Post, 02: www.garagegames.com/community/blogs/view/17867
Private message board is another way to contact me/us:
* www.mepem.com/game/forum/
About the author
#2
05/31/2009 (8:05 am)
I think it'll be interesting to see how the FPS and RPG controls mix. What advantages does RPG control give the player? It seems like it'd be much easier to play in FPS mode the whole time.
#3
05/31/2009 (1:58 pm)
Looks great Peter.
#4
@Daniel: The details of the gameplay concept is different. The video is more just to show some basic pieces of the code working. Specifically, the camera and click-to-move code modules working as separate pieces.
@Tuomas Kaukoranta, OmegaDog: Thanks for encouraging feedback! :-)
05/31/2009 (8:11 pm)
I added a second video on vimeo, to show sample main menu and HUD@Daniel: The details of the gameplay concept is different. The video is more just to show some basic pieces of the code working. Specifically, the camera and click-to-move code modules working as separate pieces.
@Tuomas Kaukoranta, OmegaDog: Thanks for encouraging feedback! :-)
#5
05/31/2009 (10:29 pm)
No detail textures on terrain?
#6
The terrain is just a place holder. All I did was make a new default terrain, and flatten it with the Torque 3D WYSIWYG terrain editor, and raise the terrain edges.
I am personally more of a write code to enable visual art type of person :-D. Computer Science, software engineering, games/graphics programming (and other software development areas).
I didn't make the 3d models or the concept art either, just the code. I would love an additional teammate who is more into visual art and level editing, to work on the terrain. Of course in the long-term, if it is necessary, then I would personally work on the terrain myself.
Also, our team has a version 0.1 vision we are working towards, and simple flat place-holder terrain is fine for that. Though it would be awesome if a skilled terrain / level teammate joined even this early :-)
www.mepem.com/game/forum/
05/31/2009 (11:44 pm)
@Thanhda TieThe terrain is just a place holder. All I did was make a new default terrain, and flatten it with the Torque 3D WYSIWYG terrain editor, and raise the terrain edges.
I am personally more of a write code to enable visual art type of person :-D. Computer Science, software engineering, games/graphics programming (and other software development areas).
I didn't make the 3d models or the concept art either, just the code. I would love an additional teammate who is more into visual art and level editing, to work on the terrain. Of course in the long-term, if it is necessary, then I would personally work on the terrain myself.
Also, our team has a version 0.1 vision we are working towards, and simple flat place-holder terrain is fine for that. Though it would be awesome if a skilled terrain / level teammate joined even this early :-)
www.mepem.com/game/forum/
#7
Edit: I've added the 3rd video to this post
06/06/2009 (11:58 pm)
I'm about to add a 3rd video showing more demo code for the camera/controlsEdit: I've added the 3rd video to this post
#9
Thank you.
Contact: brady_siemen_super@yahoo.ie
06/12/2009 (5:39 pm)
I am really interested in getting involved. I will help in any way I can in the areas of 2d/3d art and design.Thank you.
Contact: brady_siemen_super@yahoo.ie
#10
Hmm, the .com one bounced, so I guess you really did mean .ie?
06/13/2009 (3:42 am)
great, we are definitely still looking for more teammates (or contributors), I've sent you an email...Hmm, the .com one bounced, so I guess you really did mean .ie?
#11
06/13/2009 (4:18 am)
Edit: I've added a 5th video to this blog post
#12
This video focuses on path-following rather than the controls/cameras
06/13/2009 (4:42 am)
Edit: I've added a 6th video to this blog postThis video focuses on path-following rather than the controls/cameras
#13
I currently have scored for several iPhone games including TapDefense and iMafia.
You check out samples and a showreel at http://www.robhudson.co.uk
Hope to hear form you soon,
Rob.
contact@robhudson.co.uk
06/16/2009 (4:54 am)
If your still need of a composer/sound designer for this project, I would love to be involved!I currently have scored for several iPhone games including TapDefense and iMafia.
You check out samples and a showreel at http://www.robhudson.co.uk
Hope to hear form you soon,
Rob.
contact@robhudson.co.uk
#14
Interesting work you have posted here.
Thanks for getting in touch. Please shoot me an email at:
daniel_coes@yahoo.com
thanks,
Daniel
06/17/2009 (7:14 am)
Hey Peter,Interesting work you have posted here.
Thanks for getting in touch. Please shoot me an email at:
daniel_coes@yahoo.com
thanks,
Daniel
#15
The URL is: www.mepem.com/game/forum/
06/20/2009 (1:17 am)
thank you for interest Rob Hudson and Daniel Coes. I will send email, but for anyone else an alternative contact is to join our message board and contact me there too, or just post here, or find me in my profile's most recent other garagegames.com postsThe URL is: www.mepem.com/game/forum/
#16
My portfolio: www.rubenalvarezarias.blogspot.com
cghub portfolio: www.cghub.com/rubenart
contact mail: rubenalvarezarias@gmail.com
06/22/2009 (9:55 pm)
I would like to colaborate in this project as a concept artist. please contact me so we can see what can i do for the project .My portfolio: www.rubenalvarezarias.blogspot.com
cghub portfolio: www.cghub.com/rubenart
contact mail: rubenalvarezarias@gmail.com
#17
06/22/2009 (11:10 pm)
awesome Ruben, we are definitely looking for more concept art
#18
Thanks.
www.bobrivard.com
06/24/2009 (2:04 pm)
Hey, if you guys are still looking for more 2d concept artists to help out, I'd be willing to volunteer some of my time. I'm coming in from comics and trading card art and would like to have some more concept related material in my portfoliio. But I'd be willing to do whatever -- characters, environments, weapons, etc.Thanks.
www.bobrivard.com
#19
[Edit: I see the email address on your website]
06/26/2009 (12:32 am)
hello, yes we are, please post email here, or send a message on the message board (www.mepem.com/game/forum). thanks[Edit: I see the email address on your website]
#20
www.garagegames.com/community/blogs/view/17867
07/19/2009 (3:30 am)
Put up the next post, which we are calling Post 02:www.garagegames.com/community/blogs/view/17867
Torque 3D Owner Tuomas Kaukoranta