SphyxGames News
by James Thompson · 05/02/2006 (11:25 am) · 9 comments
SphyxGames has gone through many changes in the past few weeks:
We have started designing our next game The Four Factions, planning the next few steps in DawnOfMen and we have updated the website with loads of new information.
Most of the planning was for a meeting on Sunday.
DawnOfMen is nearing completion, below is an extract from our to-do list which is amazingly small compared to what we had on the list when we started:
For 0.6
1. Do a new background
2. Integrate Advanced options resource
3. Fix all known bugs
For 0.7
1. Convert wall and gate shapes to dts
2. Get catapult fully functional
3. Do wall destruction scripts
4. Make datablocks for all the particle effects
5. Make dts destruction look nice (add particle effects, sounds , etc)
6. More GUI improvements:
a. Menu button sounds
b. New button styles
c. Move buttons to a button bar which is a semi transparent yellow/orangey colour (transparent) at the top of the screen
d. Change the help button to a drop down list of all the help pages
e. Change background to a video of flying around a completed level (can use theora)
f. Move button bar to separate overlay GUI which is on every page
7. Integrate lighting pack
8. Integrate volume lighting resource
9. Fix all known bugs
For 0.8
1. Do particle and lighting effects in levels
2. Do sound effects in all levels
3. Complete all levels (excluding AI)
4. Change walls to destructible walls
5. Fix all known bugs
For 0.9
1. Integrate AI Pack
2. Add AI to all levels
3. Fix all known bugs
For 1.0
1. Get the game Alpha Tested
2. Do/add the suggestions submitted by the testers
3. Fix all known bugs so far
4. Get the game Beta Tested
5. Fix all known bugs so far
6. Do a release build (and change version number)
7. Take out world/gui editors etc.
8. Get the game Tested as a release candidate (only within SphyxGames)
9. Publish the game
As you can see most of that is simple stuff
So we are close
A word of thanks:
I would like to give a word of thanks to Dan Moyle; he has been fantastic in modelling our catapult and has done a fantastic piece of work. He has been very helpful and done some extra stuff which we did not ask for but secretly wanted.
Please send some paid work his way, I will certainly send him more in the future.
Another word of thanks:
Just saying thanks to the community your support in this project has been phenomenal
Other News:
In non-Torque related news we have also completed a professional edition of our shareware program The Savings Calculator.
We have started designing our next game The Four Factions, planning the next few steps in DawnOfMen and we have updated the website with loads of new information.
Most of the planning was for a meeting on Sunday.
DawnOfMen is nearing completion, below is an extract from our to-do list which is amazingly small compared to what we had on the list when we started:
For 0.6
1. Do a new background
2. Integrate Advanced options resource
3. Fix all known bugs
For 0.7
1. Convert wall and gate shapes to dts
2. Get catapult fully functional
3. Do wall destruction scripts
4. Make datablocks for all the particle effects
5. Make dts destruction look nice (add particle effects, sounds , etc)
6. More GUI improvements:
a. Menu button sounds
b. New button styles
c. Move buttons to a button bar which is a semi transparent yellow/orangey colour (transparent) at the top of the screen
d. Change the help button to a drop down list of all the help pages
e. Change background to a video of flying around a completed level (can use theora)
f. Move button bar to separate overlay GUI which is on every page
7. Integrate lighting pack
8. Integrate volume lighting resource
9. Fix all known bugs
For 0.8
1. Do particle and lighting effects in levels
2. Do sound effects in all levels
3. Complete all levels (excluding AI)
4. Change walls to destructible walls
5. Fix all known bugs
For 0.9
1. Integrate AI Pack
2. Add AI to all levels
3. Fix all known bugs
For 1.0
1. Get the game Alpha Tested
2. Do/add the suggestions submitted by the testers
3. Fix all known bugs so far
4. Get the game Beta Tested
5. Fix all known bugs so far
6. Do a release build (and change version number)
7. Take out world/gui editors etc.
8. Get the game Tested as a release candidate (only within SphyxGames)
9. Publish the game
As you can see most of that is simple stuff
So we are close
A word of thanks:
I would like to give a word of thanks to Dan Moyle; he has been fantastic in modelling our catapult and has done a fantastic piece of work. He has been very helpful and done some extra stuff which we did not ask for but secretly wanted.
Please send some paid work his way, I will certainly send him more in the future.
Another word of thanks:
Just saying thanks to the community your support in this project has been phenomenal
Other News:
In non-Torque related news we have also completed a professional edition of our shareware program The Savings Calculator.
About the author
Been a programmer for a few years, started when I was quite young and got into it so carried on through my life. Currently studying at Kent Uni in Canterbury.
Recent Blogs
• AFXSpellCooldowns• TGEA material.cs Generator
• User Account System
• Check for update
• Save/Load game system
#2
05/02/2006 (11:39 am)
Hahahahah... yeah... simple stuff. XP
#3
god I hope I never regret saying that....
05/02/2006 (11:43 am)
how hard can it be to do a gui button?god I hope I never regret saying that....
#4
05/02/2006 (3:31 pm)
I saw you put up an ad for a catapult. I prolly don't have the time, but based on what you said, it would't be that hard to do using a player. Just cut down their physics to make them really slow, push a new movemap that removes the mouse turning, and either give it an invisible weapon image or just make a new firing functionality all together tied to an animation.
#5
05/03/2006 (7:54 am)
it's mainly the four ammo thing and explodable ammo thats the problem
#6
05/06/2006 (12:52 am)
Well the catapult only has one kind of weapon, so instead of different ammo types, just make a few "different" weapons for it, and change those on it.
#7
05/06/2006 (3:31 am)
Like different catapult scripts but using the same model?
#8
05/06/2006 (5:08 pm)
I'm assuming you are mounting images to the catapult for it's weapons (like the crossbow, that's a shapeimage). You could just make a shapeimage for each type of ammo, and change those out like you normally change weapons.
#9
05/15/2006 (8:22 am)
@ Paul - Its its own weapon, or it will be, at the moment its as you described
Torque Owner James Thompson
Keiouu Studios
Only on blogs now :)