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DayOfWar vehicle scale test

by Bill Vee · 08/03/2007 (7:01 pm) · 15 comments

I had some e-mails about the scale of the carrier from the first video so I think this video from and earlier test should make it clear.

All of the carriers in the video are actual vehicles that can be mounted and controlled by the player.
What this shows is how a Capital class vehicles can have any type of vehicle let it ride in it.
Vehicle Scale Test

What you see is actually 3 types of carrier , one corvette class one frigate class and one capital class.
A capital class can carry any vehicle including the corvette and frigate class but not a capital.
A frigate class can carry any vehicle including the corvette class but not a frigate or capital class.
A corvette class can carry any vehicle except the corvette , frigate or capital class.

More videos to come.....

#1
08/04/2007 (5:53 pm)
wow! how did you the planet and terrain? i need that tech!
#2
08/05/2007 (5:32 pm)
Whoa... that is SO FREAKING COOL!

How.. how did you do the planet terrain? Is that custom coded? Is it atlas? Pleeeeaseee more info :)
#3
08/05/2007 (10:03 pm)
He's not going to tell us. I mean look at the tech. This is the first time in graphics history that we can go from space to surface without the need for a cloud layer transitiion. Well done!
#4
08/06/2007 (2:44 am)
cool things I see here..
... was long time waiting while somebody do this on Torque
project is intersting to me too... as artist am very interested to see my art in such game
#5
08/06/2007 (4:13 am)
Nice job Bill. 8-)
#6
08/06/2007 (7:49 am)
Outstanding Bill :)) the planet size levels have finally been realized heh. :))

Come on guys show some gusto heh, a little researching can go a long way. I had to sherlock some info up and this is what I believe Iam seeing :)

I see a hierarchy type mounting system that allows for objects and even the terrain to be literally mounting to something else in the scene. The smallest object is the player of course. the largest is the terrain. tho Iam curious as to why the the cottages are spaced out so evenly in a near perfect circle. and the small terrain patches are attached to these cottages. Its has to be because of the way Bill coded up his system.

Also gravity plays a important function. "it keeps everything level" heh you notice the ships dont perform any wild arcobatics just kinda level flying. which as for game play you never seen any Star Destroyers do any loop to loops. Only that cool death roll heh after getting the crap blowed out of em.

All of this just psuedo talk and a lot of guessing but either way however Bill done it, its very very cool. I wished TGE could get something similiar going, but I believe because of the way Terrain is handle in TGE its not as flexible as TGEA atlas terrain is :))

Ok back to the wonderfull world of textile patterns heh :))
#7
08/06/2007 (7:58 am)
Ed It is a atlas terrain with some custom code.

Jonny The huts are used on the moon for reference. A featureless terrain with no land marks but the sun can get you going in circles real quick.

Here is a video of a small asteroid and the player and buggy.

Asteroid test
#8
08/06/2007 (10:46 am)
Really cool, Bill. I noticed the player slides on the surface as he is standing still.
#9
08/06/2007 (2:01 pm)
JPaxson Theres a bit of debate here as to whether or not to leave that in.
The effect is caused by the center mass of the object pulling on the player while not on a surface thats not perpendicular to the gravity , like when your on a steep slope in the legacy terrain. If you notice the buggy is unaffected due to friction. We can remove it altogether. But some here think it makes it more real.

I am not convinced.

Also if you notice the shot from the weapon was off as well, same thing , the projectiles arc was effected buy the objects gravity , but because for the small moon and asteroid videos we cranked up the gravity to demonstrate the game play odd things on the small scale like that happen.

Just for size comparison the first 2 moons were 2 kilometers in diameter while the asteroid was only about 1/4 of a kilometer.
#10
08/06/2007 (7:54 pm)
@Bill - would you care to share the planet code system as a resource? Or would you consider selling it as a content pack? Perhaps you might like to do a tutorial on DVD which explains how you did it with source code and examples and sell that? Cutting to the chase I need this tech!
#11
08/06/2007 (8:38 pm)
Im with Andy,
would you care to share? I asked if such a system could be implemented in torque a while back but didn't get much of a response. theres a guy who created his on engine from the ground up that can have ships seamlessly travel from space to the surface of a planet. I was wonder how to do this with torque or if it could be done. I guest you kind of answered that question Bill.

Anyway its looking way freak'in cool so far, can't wait to play the finished game.

www.fl-tw.com/Infinity/infinity_videos_1.php

video.google.com/videoplay?docid=8426566575107987989



video.google.com/videoplay?docid=-3744650885934024232
#12
08/07/2007 (11:48 am)
Bill Vee this is a very exciting technology you have developed. youre probably going to get swamped with requests for it. my advice to you is to keep it to yourself. use it to make your game unique so it'll have features which NO other torque game will possibly have. just showing that tech video to some gamers would be enough to convince them to purchase your game. capitalize on your hard work.

good luck!
#13
08/07/2007 (4:31 pm)
Erm.... isn't selling the tech in content packs and /or tutorials, capitalising on his hard work? Then selling a game with tech is capitalising again. I suggest doing both ;-)
#14
10/22/2007 (1:21 pm)
I would capitolize on being the coolest person in the world by releasing the code for free cause your that cool!

:)
#15
10/22/2007 (4:48 pm)
He's already made it quite clear he is not releasing the source. Check out his latest blog, but here's a quote...
Quote:
Let me make 3 things clear.
1. I don't plan to release the code for my game.
If you think this is wrong ask bungie for the source to Halo 3, see if they even respond to you.
Enough with the e-mails for my code.
I may release a resource on a simplified version of the spherical terrain later when I have time.

I can't say this is a bad thing, after all what he's done with Torque is quite amazing. I can't wait to play the game.