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Flight Game Example for TGE(A) - OUT NOW!

by Martin Schultz · 06/21/2007 (7:18 am) · 76 comments

(continued from my previous blog)

After several months of development, improvement and bugfixing the Flight Game Example has been completed and is available for 30 US$ as electronic download. You can get it right here on the Decane website or from the Plimus store.

The Flight Game Example (FGE) shows how to make a flying game with Torque and includes the complete script sources and the source art in Photoshop and 3DS Max 7, .X and FBX format. Beside that it includes a detailed documentation with general explanations, a script walkthrough, a merger guide as well as tips & tricks. A set of custom C++ classes have been developed to enable AI flying vehicle movement. Those classes are published as public resource on the GarageGames site (to be conform with the TGE(A) EULA) and include a detailed walkthrough of all the necessary engine changes required to get the 2 space ship classes working. The first class is used for a fighter class space ship and the second class is used to steer a mothership kind of space ship and has in difference a trigger that can be sync'ed together with the space ship to allow script-side custom trigger operations (like healing other ships or re-arming). The FGE contains also a complete working demo with pre-compiled Windows binaries of TGE 1.4.2, TGE 1.5.2 and TGEA 1.0.1. Additionally a Mac TGE 1.4.2 universal binary is also included.

Please see here a list of features of the FGE:
- Complete flying game example with a "game" and "common" directory ready to be used.
- 3 different game modes supplied:
- Bot Carnage. Useful for debugging AI. Humans spawn as camera, bots as ships.
- Deathmatch. Classic deathmatch style dogfight game.
- Team Deathmatch inclusive different team skins and team score displays.
- Game-type aware end game screen.
- 2 primary weapons (Blaster, Pulsar) and 2 secondary weapons (MFRL, Sidewinder)
- Player spawns directly as vehicle and not as a player like Kork (so no need to mount a flying vehicle)
- Scout flying vehicle shape with all necessary nodes.
- Repairship flying vehicle shape with all necessary nodes.
- Seperate Scout and Repairship debris shape files provided when the ship blows up.
- Full set of datablocks for the flying vehicle with:
- forward/backward/downward afterburners (booster)
- 2-level damage smoke emitters
- contrails
- ship explosion with debris trails
- Water splash
- Complete source art except the palm tree. Shapes / debris are delivered as Max 7 files, HUD as Photohop PSD files. Please note (and excuse) that the art (except the palm tree) was made by a programmer, not by an artist! ;-)
- Client side HUD with displays for the selected weapons, ammo, afterburner status and ship health as well as a score displays and a radar screen. In team deathmatch mode additional team scores are displayed.
- Homing missile support. The patch for the projectile class allows to have homing missiles called Sidewinder in the demo game. Targets for the missiles can be set via script.
- Further enhancements like auto-explode for the projectile class after a given time is over without having hit something.
- Ability to let explode projectiles by script at any time.
- Direct support for the aiFlyingVehicle and aiRepairshipFlyingVehicle C++ classes from this resource on the GarageGames.com site. Put those files directly into the engine to archive simple AI flying vehicles like shown in the demo.
- An AI state machine purely in TorqueScript to apply some basic behaviour to the AI vehicles featuring:
- "Brains" for the bots. Features a dumb brain and a predator brain.
- Flying to a destination location.
- Randomly flying around.
- Hunt and shoot other flying vehicles.
- Automatic weapon selection with auto-switch over if ammo is empty.
- Automatically search and fly out to re-fill the weapons if they're empty.
- Can have multiple ammo boxes and ship will auto-pickup one of them for re-filling.
- Automatically fly out to pick up health patches if the health of the ship is below 20% or flying to one of the repairships to get healed by the "nano repair bots" the repairships spawn out when flying right behind.
- Auto-usage of the afterburner if target is too far away.
- State machine is easy to extend for your own actions.
- AI Control GUI dialog to have a control over the bots in-game (via CTRL+B). Mainly serves for debugging the bots in the game.
- Mission-area aware ships. Script is set up that ships get damage-over-time as long as they stay out of the mission area. Additionally a bitmap is displayed to human connected players and a warning sound is played back if the player is out of the mission area.
- Demo mission that shows a battle of the bots.
- Pre-compiled Windows and (universal) Mac binary executables to quickly test the complete kit (only need to apply the script changes, not the engine changes).
- 3+1 royalty-free techno-stlye music tracks (complete Decane Music Pack 3 from Decane Music) as 192 kbps Ogg Vorbis files.
- Detailed documentation


Well, I hope you guys like this pack. I put a lot of effort into it and hope to see now some decent flying vehicles in your games! :-)
I should further mention that all future updates to the FGE are free of charge. So if for example bugs are found or I develop new features for it, you will be notified automatically as soon as a new version is available for download. I created a question & answer thread in the TGE private discussions forum if you have any questions.

Finally I would like to thank very much the following people (in an unsorted order):
Thomas "Man of Ice" Lund, Andrew "Ando" McElvenny, Thomas "Alienforce" Alenfors, Tom Vogt, James "Burning" Laker, Thor Zollinger, Matt Webster, Chris "C2" Byars, Stefan Lundmark, Derk Adams, Robert Geiman, Sickhead Games, my wife, the GG community and for sure the guys at GarageGames: James Wiley, Tim Aste, Stephen Zepp & Joshua Dallmann.

Have fun with the FGE and thanks for reading.

Martin :-)

Here is a screenshot medley of the TGEA version of the Flight Game Example:

www.decane.net/images/DecaneGames/FGE/screenshot_fge.jpg
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#61
06/24/2007 (2:31 pm)
The TGEA crash bug of version 1.0 has been solved. The build script I used to create the downloadable zip file copied the shader files incorrect and so TGEA crashed at startup. I fixed the build script and made a new version available on the FGE owner's page (all customers received a password for that site. If not, please check your spam filter or contact me to send the mail again).

Furthermore, the 1.1 version has now all art exported additionally as DirextX .X and FBX files to make it easier to modify the art in other content creation software. If you have any questions, please let me know.
#62
06/24/2007 (5:07 pm)
@Martin - can you check that the DirectX file export works please? That is make sure it can be imported to Blender and exported to DTS and have the nodes remain intact? If you can't, please send me a model and I'll try it for you.
#63
06/25/2007 (1:32 am)
@Andy: Sending you a mail with an exported .X and FBX file. Could you try if it works in your environment?
#64
08/02/2007 (8:37 am)
Hi Martin, thanks for putting this resource together. it works well with Atlas terrains, and i'm finding it very useful as i take my first steps with TGEA's architecture. I noticed that the compass and horizon indicators aren't in place yet? will they be coming? i found this for TSE, but it works pretty well with TGEA..
Horizontal Compass

do you plan to work on the flight model any more, or is it finished?

i ask, because with Atlas terrains, a whole new world is opening up for flight sim enthusiasts, and it
would be nice to implement more realistic physics. with "arcade flight" now in place, how hard would
it be to implement "real flight", and let the user choose which they prefer with a gui toggle? probably
VERY hard... but if you could point me in the right direction, i'd be grateful.

also, if you are considering updating the FGE, these are things i'd love to see...
(it would help noobs like me enormously and save many hours of forum trawling).

some more camera views... backwards, straight up, left, right, etc...
take off from ground.



thankyou once again.
much appreciated.
#65
08/02/2007 (1:00 pm)
Hi Ken. Glad you like the FGE, thanks. :-)

Regarding the horizon and compass: Well, no, they won't be coming from my side. I have no planes to make those resources integrate into the FGE. I think they work pretty fine for TGE (don't know about their current TGEA status) so it's only a matter of taking the existing resources and integrate them into your codebase.

Flight model: No, no real physics base flight model planned because that is _really_ a huge amount of work getting that done and esp. also with networking, so the FGE flight model will stay arcarde-style.
Same with taking off from ground, that is more typical for flight sim style game types which the FGE is definately not - it's pure arcade ;-)

So, I think you'll search more for the base to create a flight sim, right? Well, that will be not an easy task to archive in Torque. Maybe I can give you one hint that one of my former bosses gave me once while I worked in a game engine company: It does not have to be real, it only has to look real... ;-)

Let me know if you have more questions.
#66
08/02/2007 (3:58 pm)
I want my ship to thrust and manouver like a VTOL, then convert to a jet fighter with some arcade straff and up n down action mid flight. Does FGE do this?

I got the straff working in my game, but I don't know how to do the VTOL stuff.
#67
08/03/2007 (2:53 am)
Hmm, hard to answer, Andy. Not sure if I really got what you mean or would like to have. The ship in the FGE has currently three boosters working, one forward, one backward and one upward booster. So if you press only the space key, the upward booster will lift you up. If you press then the w key the ship starts to move forward.
It's not 100% accurate if you compare it for example with a VOTL Sea Harrier airplane which has turnable jet turbine exits and the FGE ship has 3 static turbine imitations, so if you want Sea Harrier like VOTL feeling I would deny, but if something "close" and arcade style like the FGE is enough, then I would say yes.
#68
08/03/2007 (3:34 am)
That's sounds exactly like what I want. I want the ability to float up to a landing inside a cavity in a building and thrust to get in. Then on leaving, thrust up a bit, strafe out then roll and thrust forward. As soon as my pay comes in, I'll grab this - sounds good to me!
#69
08/03/2007 (3:37 am)
The only point may be landing. Currently the ship sinks down a bit each step due to gravity. There is no downward booster or so today. If gravity sink rate is enough for you, then it's fine. Otherwise it might be necessary a downward booster or so. But if I think now of a Sea Harrier, it has too no downward booster if I'm not totally wrong. It sinks by keeping the nose down, just like the FGE. Hmm, might really be in already of all you want. Will be happy to have you as customer! :-)
#70
08/22/2007 (6:48 pm)
Just a few quick questions Martin. If I buy this, is the license only valid for 1 commercial game like most GG licenses? Also is there any documentation on the node setups, so that if I can't read the DX or Max files I can still see how to set up new ships.
#71
08/22/2007 (11:42 pm)
@Andy: No, you can build as many products with the FGE as you want. Not limited to 1 game. Here's the EULA:

======================================
EULA for the Flight Game Example (FGE)
======================================

1) You are allowed to build products out of and with the FGE.
2) You are allowed build as many products out of this as you like.
3) You are allowed to use the art and code in this pack in your own products.
4) You're NOT allowed to sell parts of this pack or the complete pack as product itself. This would immediately terminate your license.
5) Use this pack at your own risk. If it breaks something, it's your problem! You cannot hold me responsible for that.
6) Make backups before using this pack!


Regarding your second question: No, there's not a written part in the docs about the node setup. But as FGE customer you get full support from me! Means, you can ask me anything about the FGE and I try to help. In the past a lot of customers had special questions and until now I was able to help all of them. So if you need a special format for you digital content creation software, I'm sure we can find a way to work things out together. As I have access to 3DS Max, I'm able to export the art in any format Max can export.
(Btw: There is also a Collada FBX export version included)
And even if the export fails and none of the formats are working for you, in the very last possible case I could screenshot the node setup in Max for you so that you can transfer that information to your DCC software. So, I'm pretty sure we can find a solution. :-)
#72
08/23/2007 (12:10 am)
Well ring up one sale my good man. Another copy of FGE - Sold!!!!
#73
08/23/2007 (12:40 am)
Haha, you're welcome, thanks. :-)
#74
09/12/2007 (5:39 pm)
This resource works great thus far.
#75
01/21/2010 (7:59 pm)
Is this still available? And also, if you are using FGE, can you dismount a plane and then have your character walking around? Or has the player been completely replaced by a flying vehicle?
#76
01/22/2010 (7:42 am)
Yes, still available: http://www.decane.net/products/torque/fge/

It's build to replace the character by a flying vehicle.
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