TGB - Urban Platform Kit, Dev Updates
by David Higgins · 11/19/2006 (7:03 am) · 9 comments
It's been a while since my last .plan, so I figured I'd write a quick one to let everyone know where I'm at.
Currently, I'm working with Steve Adamson on the Urban Platform Kit for TGB. It's intended to be a content pack for TGB that focus's mainly on urban style street graphics.
We are expecting the kit to include quite a bit, and we already have pre-release graphics that allow a level designer to create a complete series of buildings; stores, apartments, two houses, etc.
The overall design of some of the building attributes, such as windows for example, allow for the level designer to create an almost limitless number of variations. Windows are not just static images that are dropped on the tilemap, they are a series of overlaid graphics - frame, glass, interior, and decoration. We've also done the same for doors. Don't even get me started on what steve did with Stores.
The general layout of the art files also allows a project artist to replace or add onto the kit to allow for an even greater number of possibilities.
I, myself, am in charge of creating the resourceDatabase.cs and all the accompanying scripts and tiled PNG's that will be included in the production release. Steve's a bit lazy, so he gives me hundreds of PNGs and I create tiled PNG sheets out of them.
With the kit, I intend to include a series of scripts, which should allow a developer to have complete control of their creations through script. This means, if you use one of the animated window types, you can simply call $myWindowObject.open(true) to trigger the "open" animation (switch true for false and it closes, Oh My!). Windows and Doors share the same parent class, and therefore both have a "setState()" function as well - which means you can set the state of the window or door to "open" or "closed".
I'm toying around with a few other ideas currently, most of which involve or relate in some manner or another with the t2dSceneObjectGroup class, as well as the SimSet and SimGroup classes - I even have some .NET/C# code laying around that does quite a few interesting things too.
This project is definitely giving me a better understanding of TorqueScript and the TGB Level Builder, as well as even .NET/C# (I got lazy, and created an object model in C# that allows me to quickly generate, re-generate and shift around TorqueScript objects within the resourceDatabase.cs).
Oh and, on a semi-side note, both myself and Steve are curious as to how the community perceives this particular project so please, leave comments for us at www.gearworxprod.com or here on the .plan.
-- David Higgins, Scripter/Coder/TGB'r
zoulcreations.com
Currently, I'm working with Steve Adamson on the Urban Platform Kit for TGB. It's intended to be a content pack for TGB that focus's mainly on urban style street graphics.
We are expecting the kit to include quite a bit, and we already have pre-release graphics that allow a level designer to create a complete series of buildings; stores, apartments, two houses, etc.
The overall design of some of the building attributes, such as windows for example, allow for the level designer to create an almost limitless number of variations. Windows are not just static images that are dropped on the tilemap, they are a series of overlaid graphics - frame, glass, interior, and decoration. We've also done the same for doors. Don't even get me started on what steve did with Stores.
The general layout of the art files also allows a project artist to replace or add onto the kit to allow for an even greater number of possibilities.
I, myself, am in charge of creating the resourceDatabase.cs and all the accompanying scripts and tiled PNG's that will be included in the production release. Steve's a bit lazy, so he gives me hundreds of PNGs and I create tiled PNG sheets out of them.
With the kit, I intend to include a series of scripts, which should allow a developer to have complete control of their creations through script. This means, if you use one of the animated window types, you can simply call $myWindowObject.open(true) to trigger the "open" animation (switch true for false and it closes, Oh My!). Windows and Doors share the same parent class, and therefore both have a "setState()" function as well - which means you can set the state of the window or door to "open" or "closed".
I'm toying around with a few other ideas currently, most of which involve or relate in some manner or another with the t2dSceneObjectGroup class, as well as the SimSet and SimGroup classes - I even have some .NET/C# code laying around that does quite a few interesting things too.
This project is definitely giving me a better understanding of TorqueScript and the TGB Level Builder, as well as even .NET/C# (I got lazy, and created an object model in C# that allows me to quickly generate, re-generate and shift around TorqueScript objects within the resourceDatabase.cs).
Oh and, on a semi-side note, both myself and Steve are curious as to how the community perceives this particular project so please, leave comments for us at www.gearworxprod.com or here on the .plan.
-- David Higgins, Scripter/Coder/TGB'r
zoulcreations.com
#2
Looking forward to seeing some shots!
11/19/2006 (6:07 pm)
Maybe I missed it in the .plan, but what perspective are you guys rendering the stuff at? Will it be side-scroller? And will it be compatible with the Adventure pack perspective?Looking forward to seeing some shots!
#3
It is a front on view for side scrolling platformers, It is not a view like the Adventure Kit. The graphics are being done in the tradition of a good-ole Platformer, such as Super Mario, Sonic, etc -- straight on ... left/right.
Check out the W.I.P image now posted.
11/19/2006 (7:39 pm)
@Tom;It is a front on view for side scrolling platformers, It is not a view like the Adventure Kit. The graphics are being done in the tradition of a good-ole Platformer, such as Super Mario, Sonic, etc -- straight on ... left/right.
Check out the W.I.P image now posted.
#5
Scott
11/20/2006 (7:49 pm)
Any chance you can get this for 3D models for TGE1.5 ? I am looking for all kinds of urban artwork and very tall buildings.Scott
#6
There are actually already a number of 3D Kits available for Torque that have Urban related items in them -- and I'm sure more will be out eventually as well -- however, the release of this kit is going to be in 2d only.
This kits purpose was to provide additional stock content for the Torque Game Builder engine, and allow 2d side-scroll/platform developers the ability to prototype there games easier --
11/20/2006 (9:14 pm)
@Brian,There are actually already a number of 3D Kits available for Torque that have Urban related items in them -- and I'm sure more will be out eventually as well -- however, the release of this kit is going to be in 2d only.
This kits purpose was to provide additional stock content for the Torque Game Builder engine, and allow 2d side-scroll/platform developers the ability to prototype there games easier --
#7
As David said there are a couple good kits out there for TGE 1.4+ that might work well for you. However I am working on a 3D Urban FPS Kit myself, I should not really announce this yet, but I am currently working on a Urban FPS series, Which will be broken up into volumes. Keep checking GG's site for more on this soon. (Before I officially announce this series, I want to be closer to completion.
Take care.
11/20/2006 (10:59 pm)
@Brian,As David said there are a couple good kits out there for TGE 1.4+ that might work well for you. However I am working on a 3D Urban FPS Kit myself, I should not really announce this yet, but I am currently working on a Urban FPS series, Which will be broken up into volumes. Keep checking GG's site for more on this soon. (Before I officially announce this series, I want to be closer to completion.
Take care.
#8
11/21/2006 (1:12 am)
Thanks guys for the help. I looked at all the game packs offered by GG and did not see any with high rise buildings of a city in this century. Do you guys have any recommendations?
#9
I do not want to say much, but one of the volumes I am working on, will offer buildings. With that said though, it is a ways off from any form of announcement or release, as I am currently stacked with the volume I am working on now and my game project.
As far as offering other ideas? I am not sure. You might consider contracting a level designer or 3D artist if your needs, need filling now. Good luck.
11/21/2006 (1:29 am)
@Brian;I do not want to say much, but one of the volumes I am working on, will offer buildings. With that said though, it is a ways off from any form of announcement or release, as I am currently stacked with the volume I am working on now and my game project.
As far as offering other ideas? I am not sure. You might consider contracting a level designer or 3D artist if your needs, need filling now. Good luck.
Torque Owner Steve Adamson
I have been working my ass off on the art side of this kit, likewise with David on the script side. I am really curious, to hear what you guys have to say about this product.
As mentioned above the current set of graphics, allow for an almost limitless set of building options. You can create full buildings with ease, with windows, balconies, plant boxes, ledges, stores and much more.
Talk to us, let us know your thoughts.
Take care.