Game Development Community

It's been 3 years.....

by Willbkool · 03/15/2006 (6:39 pm) · 11 comments

Well, it's hard to believe that it's been exactly 3 years to the day that I purchased TGE. I've made a lot of progress with my WWII game, but I really thought that I would be further along than I am. Being a one-man team isn't easy, thank God for all the content packs out there. I've been buying model packs like crazy lately, and with my own created content, I almost have enough to make a demo level. In fact, my plan was to have an infantry demo ready by my third anniversery, but getting my own .dsq's into the engine have proven harder than I thought. They work fine in Torque ShowTool Pro, but when I try them in the game, my character usually floats around in the DaVinci or root pose. Oh well, back to the drawing board. :)

I've added a lot of resources, thanks to all the community for those, and thanks to Micro$haft for the Visual C++ Express Edition. It's much better than my Visual Studio .net 2002 Standard edition.

Even though I've been able to add a flying vehicle and wheeled vehicle to my game, I'm concentrating on infantry play for now. I will add vehicles as I complete small milestones that I have set for myself. I can't wait for TSE to become more usable, it looks pretty even now, but I'm waiting for the merge with TGE 1.4 before I spend any more time on it. I've been making interiors for that day, so that I will have a lot of content for the huge maps that it can make.

Anyways, here are some screens to keep the natives happy.

i1095.photobucket.com/albums/i461/Villemus/iotd-z.jpg
More stuff....
i1095.photobucket.com/albums/i461/Villemus/Profile3year.jpg
The tanks don't work right because I haven't bought the tank pack, because I don't have any of the 3D modeling programs necessary to see how they are setup, because I don't have the money to buy them. Well, I could afford Lightwave, but would really like to try a demo before I shell out the bucks for it. And I haven't been able to find a demo of it yet.

#1
03/15/2006 (7:59 pm)
Wow, lots going on in there. :) You do sure have a lot of content too. I've all but shelved the idea of my world war 2 tank sim. To create a realistic sim is even daunting to veteran programmers so being an artist with a bit of coding experience didn't cut it, but I learned a ton from it. I'll be announcing a new project that is coming along nicely and doesn't require in depth armor penetration code :D
#2
03/15/2006 (8:14 pm)
Hey Matt, I'm still looking forward to your tank content packs. Most of these vehicles are from the 3drt.com tank pack, and the German soldier is from there as well. Looking forward to what your new project will be.
#3
03/16/2006 (6:21 am)
Still working on the tank content packs. Had a week off this week and working on my game moreso than it but I plan to have it out definately before the summer.
#4
03/16/2006 (10:22 am)
I see a stuka with an infantry soldier :) where did you get the stuka? looks cool. Is that a spotter plane in there too?
#5
03/16/2006 (11:14 am)
Are you using 3drt models ?
#6
03/16/2006 (2:00 pm)
Lightwave is well worth the money. And no were near as frustrating as 3ds max.
#7
03/16/2006 (4:34 pm)
Yeah, most of the vehicles are 3drt models except the truck and 155mm, those are mine. :)

Phil, that is actually a Waco glider, which is going to be the spawn point for the Allied soldiers. The pilot in the Stuka is a German infantry because he's the only guy I have that can sit properly. ;)
I was working on beefing up the flight model, but I think I will wait until you have Air Ace done and see what you guys want for yours. No need to reinvent the wheel.

Also, does Lightwave's poly reduction do a good job? I really need that for LOD.
#8
03/17/2006 (10:43 am)
Cool stuff. Have you had to do any modifications to change the gameplay for your game? Or are you focusing more on art creation?
#9
03/17/2006 (7:01 pm)
Hey Marvin, I've added the extra animations(crouch, swim, crawl, sprint, etc...) from a resource, the team implementation also, of course, the wheeled flying vehicle resource, hand grenades, and am currently working on the hitbox resource. I also am adding a morale fuction, which is the blue bar in the screens. It doesn't work properly yet, but it bases a players morale on the closeness of an officer or NCO, and whether wounded or taking fire. If a player's morale goes too low, they will lose control of their character and it will try to run away and find cover.

I had been focusing on making and buying art creation, because it takes alot of art assets to fill a level, but since December of last year, I've been working on the code side a lot as well. I have a minor degree in programming, and after working with the code for three years, and I am finally able to make sense of it. Although the last month I've been working on animations for the most part.
#10
03/18/2006 (9:12 am)
Wow, that looks good. Almost looks like you're planning on taking out an Orc village with that German plane:). I should be done with our WWII content pack I told you about awhile back, pretty soon. We just have to make sure everything is ready to go right into Torque. That should help you fill your levels up a bit more.

Is that Gunboat for looks, or can you pilot that around as well? Are you just sticking with German/American/British; or are you going to incorporate Russians, Italians, etc. too? Everything looks good so far.

-KeithC
#11
03/18/2006 (9:26 am)
3 years... don't feel bad... i'm not gonna tell you how long i've been working on my obsession :)

yeah, i like that gunboat you've got docked at the pier... is it pilotable?

anyways... good luck... and hang in there... like Matt said, you've got a lot going on in that warzone... gotta be a job getting em all working and coordinating with each other...

--Mike