TGE 1.5 integrated, more stuff added
by Tony Richards · 10/28/2006 (6:27 pm) · 0 comments
Yay, Torque 1.5 is out... I purchased the upgrade, downloaded it and integrated it into my current game.
$25 well spent.
I've added some explosion effects plus the sounds to go with them... decent looking and sounding, but they still need a lot of tweaking. I'd never done any particle effects with projectiles before, so it was a good learning experience.
More tweaking on the Canyon Run mission... the terrain is still needing a lot of work. I wanted to make it so the players wouldn't get out of the mission area, so I'm adjusting the terrain to have canyon walls higher than the flight ceiling around the mission boundary.
The advantage of not having the terrain repeat is I can make the visible distance basically unlimited without hurting frame rates...
At first I thought that not tiling the terrain might make the mission too small, since the vehicles fly so fast, but since the canyons snake around so much, you never really get to fly at top speed for very long and it still takes over a minute to fly from one corner of the map to the other... In fact, for smaller, faster death matches, that's too big.... but for the higher player count Capture and Hold games it should be perfect.
Anyways... back to the grind... I'll post some pictures when I get the mission a little more populated and the terrain finalized.
$25 well spent.
I've added some explosion effects plus the sounds to go with them... decent looking and sounding, but they still need a lot of tweaking. I'd never done any particle effects with projectiles before, so it was a good learning experience.
More tweaking on the Canyon Run mission... the terrain is still needing a lot of work. I wanted to make it so the players wouldn't get out of the mission area, so I'm adjusting the terrain to have canyon walls higher than the flight ceiling around the mission boundary.
The advantage of not having the terrain repeat is I can make the visible distance basically unlimited without hurting frame rates...
At first I thought that not tiling the terrain might make the mission too small, since the vehicles fly so fast, but since the canyons snake around so much, you never really get to fly at top speed for very long and it still takes over a minute to fly from one corner of the map to the other... In fact, for smaller, faster death matches, that's too big.... but for the higher player count Capture and Hold games it should be perfect.
Anyways... back to the grind... I'll post some pictures when I get the mission a little more populated and the terrain finalized.
About the author
I am the founder of IndieZen.org, a website dedicated to the Indie 2.0 Revolution where a number of Indie game development studios and individuals collaborate and share a suite of custom built open source game development tools and middleware.
