Warscale - Army Editor 2 (w/screenshot)
by Guimo · 07/29/2008 (5:49 pm) · 4 comments
Hi everybody!
Another week and still a lot of work to do with the editors. Looks like neverending work. On a positive side at last I got my Australian driving licence!
I was discussing for some time with my wife about the development scope. We have decided that the AI development will take too long and, as I'm not an expert on AI, I may get a really mediocre AI on the end. So, I decided to focus in the original concept which is online play and maybe in the future I can make AI work for a single player campaign... maybe for Warscale:Commander and the sci fi setup. Anyway I'm still programming everything as single player. I guess that due to the architecture, the conversion to multiplayer will be fairly easy.
What was planned
So This week I decided to finish the Army editor and everything came along really fine. I managed to add some filters for easier parsing of the units... only 13 units now but in the future I expect a lot of them. You can take a look at the screenshot.
I also added some load and save features so now the player may save its armies. Each player may have up to 10 armies saved in the server.
What wasnt planned
I got some problems with the equipment system. Fortunately all has been solved now so now I can show some equipped units. This was required for the next step which is to create the equipment editor.
I'm also thinkering about how to add particle emitters to the GuiObjectView control. I have found a really usseful resource at http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14791 which can be used as a base line but i wont implement this right now... the editors are priority. Of course on the end I will need to implement this so you can see a nice fire coming out of your Flametongue Sword.
Screenshot
This shot shows the current status of the Army Editor.

Plan for this week
As you may imagine... this week brings more work for the editors. Now its the turn of the Equipment editor. I want the player to be able to pick their equipment and see the avatar in a mini view full dressed with its armor, robes, gauntlets, capes or anything. Of course this cries for the new MACK pack to be included in Warscale and make the node hiding work in the GuiObjectView.
Tridinaut
A mention this week goes for Tridinaut (www.tridinaut.com) and Benjamin "Djaggernaut" Chavigner. He has contributed with some simple but wonderful tree models for Warscale and i'm really thankful for that. They need a little work on some vertices but the textures are awesome. Of course I have already purchased their Weapons pack so expect some amazing equipment in Warscale.
Luck with your projects!
Guimo
Another week and still a lot of work to do with the editors. Looks like neverending work. On a positive side at last I got my Australian driving licence!
I was discussing for some time with my wife about the development scope. We have decided that the AI development will take too long and, as I'm not an expert on AI, I may get a really mediocre AI on the end. So, I decided to focus in the original concept which is online play and maybe in the future I can make AI work for a single player campaign... maybe for Warscale:Commander and the sci fi setup. Anyway I'm still programming everything as single player. I guess that due to the architecture, the conversion to multiplayer will be fairly easy.
What was planned
So This week I decided to finish the Army editor and everything came along really fine. I managed to add some filters for easier parsing of the units... only 13 units now but in the future I expect a lot of them. You can take a look at the screenshot.
I also added some load and save features so now the player may save its armies. Each player may have up to 10 armies saved in the server.
What wasnt planned
I got some problems with the equipment system. Fortunately all has been solved now so now I can show some equipped units. This was required for the next step which is to create the equipment editor.
I'm also thinkering about how to add particle emitters to the GuiObjectView control. I have found a really usseful resource at http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14791 which can be used as a base line but i wont implement this right now... the editors are priority. Of course on the end I will need to implement this so you can see a nice fire coming out of your Flametongue Sword.
Screenshot
This shot shows the current status of the Army Editor.
Plan for this week
As you may imagine... this week brings more work for the editors. Now its the turn of the Equipment editor. I want the player to be able to pick their equipment and see the avatar in a mini view full dressed with its armor, robes, gauntlets, capes or anything. Of course this cries for the new MACK pack to be included in Warscale and make the node hiding work in the GuiObjectView.
Tridinaut
A mention this week goes for Tridinaut (www.tridinaut.com) and Benjamin "Djaggernaut" Chavigner. He has contributed with some simple but wonderful tree models for Warscale and i'm really thankful for that. They need a little work on some vertices but the textures are awesome. Of course I have already purchased their Weapons pack so expect some amazing equipment in Warscale.
Luck with your projects!
Guimo
#2
If anybody knows where may I find these please tell me.
Thanks!
Guimo
07/29/2008 (8:13 pm)
I hope someone can help me with this. I'm looking for 2D background art with a fantasy style. Nothing specific, just random scenes but with high quality and plenty of colors. Preferably combat scenes. May be rendered or painted. If anybody knows where may I find these please tell me.
Thanks!
Guimo
#3
07/30/2008 (8:33 pm)
This game is going to be tight.
#4
08/01/2008 (10:43 am)
Nice army name, "Army of Darkness" '-) 
Torque Owner Leroy Frederick