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John E. Nelson's Blogs

Porting Tribulation to T3D

I had been waiting for T3D to get out of beta before I started porting my assets, and my game code. Now with 1.0.1 out I have been diving into it. The results have been fantastic! Most of the work involved with porting has been changing little things, but there are many of these. The bigger pieces are coming along slower.

Author John E. Nelson Date 10/28/2009 (9:25 am) Comment 9 comments

Tribulation Knights Dev Blog #2

Added hundreds of props, dozens of NPC's, and added new lighting. Hours and hours of work this month has paid off. I feel renewed by the results and very excited about finishing the game. Since last month I have been slowly converting all my prop models to the Torque DTS format.

Author John E. Nelson Date 02/24/2009 (3:52 am) Comment 6 comments

Tribulation Knights Dev Blog #1

The game is in development still, and running on TGEA 1.7.1. As advancements are being made on it I thought I would show a little bit of video...

Author John E. Nelson Date 01/18/2009 (12:03 am) Comment 2 comments

Tribulation Knights and Torque Tech used

As the game development progresses for Tribulation Knights I have received a few questions concerning what technology I am using. TGEA The engine is TGEA 1.7.1, and I have to say that it is...

Author John E. Nelson Date 11/03/2008 (9:10 pm) Comment 5 comments

Tribulation Knights and Green-Ear SDK

I purchased the Green-Ear SDK product, and the 10 slots, which with the promotion is now 20 slots. The 20 slots can serve an online community of more than 700+ players according to the developers [i...

Author John E. Nelson Date 10/31/2008 (4:33 am) Comment 3 comments

Tribulation Knights Interiors

The work on the interiors for Tribulation Knights are moving forward. The goal is to have a look that is very much in the traditon of Deus Ex. With that said, here are a few test shots. [image]...

Author John E. Nelson Date 04/22/2008 (7:14 pm) Comment 3 comments

Tribulation Knights working on TGEA 1.7

The Tribulation Knights game has moved to the newest release of the TGEA engine. The previous 1.0.3 engine was giving us low frame rates on older cards, but that has since changed with the ...

Author John E. Nelson Date 04/14/2008 (6:29 pm) Comment 5 comments

Tribulation Knights TGEA 1.7 Beta Testing

Well here is a video of the engine testing we are doing right now with our game levels from Tribulation Knights. The new engine is much faster, and the game is running visibly better. See for yourse...

Author John E. Nelson Date 03/20/2008 (11:42 pm) Comment 12 comments

Tribulations Knights Enforcer Upgrade

As mentioned before in a previous blog, we are taking advantage of the capabilities of TGEA to make the game look even better. Enormous advancements are being made daily. Here is the evil Enforcer ...

Author John E. Nelson Date 03/01/2008 (3:54 am) Comment 1 comments

Tribulations Knights emissive texture test

We have been taking advantage of the capabilities of TGEA to make the game look even better. The goal today was to use an emissive texture on the main characters visor. It was successful...

Author John E. Nelson Date 02/23/2008 (6:13 am) Comment 7 comments

Tribulation Knights

Well the word slipped out about which game I was porting to TGEA, so here is the information about it. I will start posting additional screen shots very soon. [image]http://gallery.atomicdesignlab....

Author John E. Nelson Date 02/19/2008 (6:39 pm) Comment 5 comments

Starting a TGEA Project

Well I decided to use TGEA for a new prototype game, along with Faust Logic: AFX:CoreTech for TGEA. The combination of these products make my art assets sing. I am an experienced producer, and 3D Arti...

Author John E. Nelson Date 01/15/2008 (6:35 pm) Comment 1 comments