My Photoshop Mock Ups
by Joshua Gertz · 07/20/2006 (12:30 pm) · 3 comments
So Ive been trying to find programmers here on campus at UAT and I cant find any. Everyone thats is somewhat interested is already working on something at the moment so I am at a loss as what to do. The game itself requires a lot of network code for it to work and the networking guys here on campus are not really interested in gaming, I still have some feelers out for people but I have decided to start mocking up evrything in the meantime to try and get people interested and if I have too recruit people from the other gaming colleges around town here in Phoenix or find people to work with online.
So first off the main menu for the game:

The maim function of the screen is to chat and find people to start games with.
Then the ship upgrade and garage screen: (the wireframe is not mine nor something that would be in the game its just there to give an example of style. The game is a 2D game)

And there we have it for right now.
Some things that I discovered while doing this:
1. There is a lot of small art details that I was not thinking about.
2. GUI/HUD Design, for the sake of getting some things done and set I was not really looking into usability but now I can start rearranging and adjusting things to suit needs.
3. The networking integration will make or break the project and from what Ive been looking at the networking for TGB is non-existant or hidden very well. I saw the tutorial about taking the code from TGE and putting it into TGB but I may need to find a network programmer to do what I need to do.
4. People are very lazy at my school, most are here because they hink game design is cool but none are taking the initiative to make anything. I think I have been on most of all the major projects here at school in some sort and they all have the same group of people working on them.
-Josh
So first off the main menu for the game:

The maim function of the screen is to chat and find people to start games with.
Then the ship upgrade and garage screen: (the wireframe is not mine nor something that would be in the game its just there to give an example of style. The game is a 2D game)

And there we have it for right now.
Some things that I discovered while doing this:
1. There is a lot of small art details that I was not thinking about.
2. GUI/HUD Design, for the sake of getting some things done and set I was not really looking into usability but now I can start rearranging and adjusting things to suit needs.
3. The networking integration will make or break the project and from what Ive been looking at the networking for TGB is non-existant or hidden very well. I saw the tutorial about taking the code from TGE and putting it into TGB but I may need to find a network programmer to do what I need to do.
4. People are very lazy at my school, most are here because they hink game design is cool but none are taking the initiative to make anything. I think I have been on most of all the major projects here at school in some sort and they all have the same group of people working on them.
-Josh
About the author
#2
I actually found an information security major here on campus that may be willing to help me out. While he may give me some good insight onto what I need for certain things we would both need a good programmer on board as well.
Josh
07/20/2006 (10:32 pm)
Thanks AndyI actually found an information security major here on campus that may be willing to help me out. While he may give me some good insight onto what I need for certain things we would both need a good programmer on board as well.
Josh
#3
Tom Bampton posted an article on TDN explaining how to get the mission sequence/datablocks and your classes up and running over the network. You'll need access to TGE for both source and the TDN article as well as the pro (source) version of TGB.
tdn.garagegames.com/wiki/Torque_2D/RealTimeNetworking
07/21/2006 (12:46 am)
I've not attempted this so take my advice with a pinch of salt :) But, based on what others have posted so long as you don't want to make use of the physics of TGB over the network, then getting networking up and running isn't all that tricky.Tom Bampton posted an article on TDN explaining how to get the mission sequence/datablocks and your classes up and running over the network. You'll need access to TGE for both source and the TDN article as well as the pro (source) version of TGB.
tdn.garagegames.com/wiki/Torque_2D/RealTimeNetworking

Associate Andy Hawkins
DrewFX
www.mydreamrpg.com/
here's a link to the current pack
www.mydreamrpg.com/community/showthread.php?t=156