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Game Mechanics Kit Demo

by Yuri Dobronravin · 12/17/2008 (3:27 pm) · 21 comments

Game Mechanics Kit (or GMK) is an add-on for GarageGames' Torque 3D engines TGE and TGEA. GMK provides functionality and tools for programmers and game designers to script and edit the mechanics of game process in very easy and visual way. GMK implements principle of building blocks: create your game with ready made components.

Meet the Game Mechanics Kit!


www.logicking.com/images/gameMechanicsKit/gmkLogoSmall.png
Download Game Mechanics Kit Demo mini-game "Orcs Rule" with embedded editor to test Game Mechanics Kit functions by using this link.


GMK consists of two main parts: game object templates and in-game editor.

Game Object Templates

www.logicking.com/images/gameMechanicsKit/objectTypes.jpg
Core of GMK is the set of C++ and TorqueScript template classes (or simply templates) that enhance functionality of original Torque engine. Template objects inherit general design patterns that present in one form or another almost in every 3D game. These templates include but not limited by the following categories of objects:

* Simple AI bot, with easy configurable and controlled behavior.
* Interactive environment: destructible and explosive items, doors, switches, lockers etc.
* Various trigger objects.
* Visual effect objects.
* Inventory items.
* Auxiliary objects: counters, invisible walls etc.

By doing a little scripting you can also modify existing or add new template classes to use them in your game.


In-Game Editor

www.logicking.com/images/gameMechanicsKit/screen01.jpg
In-game editor of game mechanics components provides functionality to create game objects and change their parameters in very user friendly way. Editor adds some useful functions to original World Editor, but it's major advantage is implementation of "event-reaction" system for game objects. That is user can configure objects' parameters and interaction with other objects right within the editor.


Example


See typical Example of GMK's usage on video:

And the text version of the same example here.


That's all for now. I'd be very glad to hear any comments or answer question on the subject!
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#21
12/21/2008 (4:17 pm)
@Yuri - Oh okay, there's a misunderstanding. I mean, how would I for example, have the camera follow the player, then when an enemy spawns and walks up, switch to follow the enemy to introduce it, then jump back to the player? All in-game, no video post.
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