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-- Lanna -- development blog

by Aun Taraseina · 10/07/2006 (3:26 am) · 18 comments

My team just finish a project named Lanna (but according to the design document it's name is Wild of Wars which doesn't make much sense). And of course we choose to use Torque game engine. This project took us about two month to do with the amount of 4 people in our team. The team is consist with one - project manage (also a programmer , sound engineer and a particle designer ) , two programmers , and one 2D artist (you might be thinking were is the modeler and animator , huh). Almost every resources used in the game were made just for this game , it is because of the design documents that made us unable to buy models for this game. And it was our company policies that made us unable to hire a freelance modeler, so the models and animations were done by a programmer's work. So here are some screenies and details from the project.

This is the title and the credit page. In the title page we use the cg water resource and our cg glow effect to make it brighter. On the right is the credit page .

img167.imageshack.us/img167/3425/lanna1xs2.jpg
Here is one of intro story picture before playing the game. The language we used in the game is Thai language and was easily put into Torque.

img156.imageshack.us/img156/1385/lanna2bp2.jpg

On the left is the player's inventory system and the save-load game system. And on the right is the dialog system we use trough out the game. You could see the hero's hand is on fire, for this effect we use Torque's stock ShapeBaseImage and Particle with a little modification so the particle's could always be rendered.

img301.imageshack.us/img301/1165/lanna3uv1.jpg
This is some of the in-game screenies. The game is Action-Rpg the player could basically play in a first-person view or third-person view. This is one of the levels I like most, where the Ai would hide behind the stones in the mission and attack you when you turn your back on them.

img301.imageshack.us/img301/5110/lanna5tt0.jpg
The hero could select 4 weapons to use 3 of them are firing weapons and one is a melee weapon. First we use the Realm War melee resource to do the melee attacking system, it turn out to be very hard for us to export the models to do the animations correctly (remember we didn't have any modelers or animators) and even when the animation was exported correctly we couldn't change the time scale to make the weapon hit the player. So we had to do the melee attacking system by ourselves and got some good results from it, but still if you are going to do a melee system, Realm War is a good place to start.

img132.imageshack.us/img132/199/lanna6eu4.jpg
In this picture you could tell that the camera isn't Torque stock camera. The camera is one of the elements in the game we spend most of our time on. And it really paid off, the camera really bring more dynamic to the game.

img220.imageshack.us/img220/2839/lanna7ge1.jpg
The last picture here are some fighting screenies. We made some tribe houses and objects to put in our mission but for some reason it was taking a lot of frame-rate so all of the interior couldn't be put in the game(they were all low ploygons). Even until now I still don't know why the interiors in the starter.fps didn't have any problem droping in our game(it was just a test we didn't put any starter.fps interiors in our game ), but why ours were taking alot of frame-rate.

img220.imageshack.us/img220/8994/lanna8dz0.jpg
So, done with the development blog of Lanna. After we finish this project we all decided to quit working for our company. We all felt we love making games but disappointed on how our company is making it. So, now I guess I am on a long vacation until I think of something to do. That would be absolutely making another game. :)

Aun.

About the author

COO for Kiragames, developer of Unblock Me. With over 60 million downloads and named #17 most download Application of all time. My work is to extend our IP to higher ground and find ways we can work with other awesome companies.


#1
10/07/2006 (4:57 am)
I would be interested to know your role in the project. Although some of it looked a little rough, it was quite impressive overall.
#2
10/07/2006 (5:01 am)
If you look closely in the credit page you'll see my name . I'm the lead prorammer :)
#3
10/07/2006 (5:07 am)
It was a little small on my 15 inch LCD. Is the game currently available to download? I would be quite interested in having a good look at it.
#4
10/07/2006 (5:13 am)
@Daz to tell you the truth , I don't know if the game will be available to download. I don't know what they expect to do next with this game as I am no longer an employee .
#5
10/07/2006 (5:19 am)
I think you did the right thing by leaving. It sounds like the company won't last long anyway!
I will send you an email about a project I have coming up. Nothing concrete yet, but is looking good. It's funded, so you will get paid if you are interested.
#6
10/07/2006 (5:26 am)
;) nice job
#7
10/07/2006 (5:38 am)
@Aun
Looking good ;)
Just for your info, I've just bought TSE (sorry TAT). Hehe.. my dream come true :)
#8
10/07/2006 (6:25 am)
Awesome job, the particle/weapon effects really do add a good mystical feel to it.

As for your low framerate, make sure you don't have any 'light leaks' [i forgot the proper term] - basically, make sure all your interiors are light sealed so that no light protrudes from the edges, etc
#9
10/07/2006 (6:48 am)
That's pretty impressive for 2 months work
#10
10/07/2006 (6:57 am)
I love the GUI and character work. Awesome job there also.
#11
10/07/2006 (7:28 am)
Absolutely gorgeous! Congrats on making fabled progress and the advancements in the TGE technology. A great example of a simple design which seems to work well.
#12
10/07/2006 (7:45 am)
Well done on completing your project! Looks awesome ... I really hope it gets released and that your hard work can be seen by the world :)

One question ... how did you type all that code with those doggy paws? I imagine hitting one key at a time would be difficult :p
#13
10/07/2006 (1:59 pm)
@Aun: for someone rating his programming skill as "novice"; that's a fairly done job.
Hoping to see another game from you soon.

STef
#14
10/07/2006 (4:13 pm)
I'm very impressed to see this, it looks spectacular!

Really like the title and credits screens, very nice start to the world :-).
#15
10/08/2006 (8:02 pm)
@All Thanks, this game couldn't be done in schedule without the productivity of Torque. Every thing was kept simple ,no fancy stuff. We did our best to the standard we think it should be. Most of the days in the two month we had to work 14+ hours.

So it was a great experience with a great team .

Aun.
#16
10/30/2006 (1:03 am)
@Aun

Congratulations on your Game! Looks great! Especially the part of the particle and the ShapeBaseImage effect on the player's hand, quite ingenious :)

I symphatize on the part about the company not hiring more modelers on this project. At times one of the first things that a person thinks about is the visual elements, and with a dedicated modeler, it really could improve the overall quality of the project, which by looking at it its already great :)

On a short note, good luck on your future plans! I'm sure a talented person like yourself would find no trouble to find any work in the future :)

p.s. Sorry for the late comment. Though I usually troll around the plan part, I was quite busy with my game, so I didn't really have the chance to visit these places.
#17
02/03/2007 (1:18 am)
hi, is this avaiable for download? looks great!
#18
02/04/2007 (11:28 pm)
Aun, could you please explain how you managed to get the Thai Text to display correctly, from right to left.
I am having trouble with this. I can get the characters to display on the screen but always from left to right !
I searched the forums and there is no information on how to export Right to Left languages.
Any help would be appreciated.