City Hero Defense: Post 01
by Peter Mowry · 05/31/2009 (3:59 am) · 21 comments
Torque 3D team starts new project. Sharing initial progress to community. Also, looking for serious skilled long-term part-time hobby indie teammates or contributors. Please reply if interested. For any teammates (who has significant skill and time-effort-focus): code, 2d visual art, 3d visual art, level design, music/sound, etc.
The gameplay is cross-genre, and potential for diverse code areas. Takes place in a city, which heroes defend from attackers. The art style so far is comic book-esque and dark, though that could change depending on who we get (and keep) for artists. For now, working towards a version 0.1 game goal.
This video is just a code demo (rather than a gameplay demo). This video switches between two camera modes (action-rpg vs. fps camera) and two control modes (click-to-move vs. fps wasd move and click-to-shoot). First we see action-rpg camera with click-to-move (the zombie and the egg-robot also move towards the click point). Then we see action-rpg with fps wasd move and click-to-shoot. Then we see fps camera with wasd move and click-to-shoot. Then we see fps camera with click-to-move. Also notice the egg robot and zombie model imported and animating in Torque 3D in my sample flat terrain (with raised edges):
video url: www.vimeo.com/4925237
Edit: and here's a second video, which shows a sample modified main menu and player HUD. (Btw, "Quik" is just a typo, it's supposed to be "Quick", or at least that's the character's tentative name):
video url: www.vimeo.com/4936704
Edit: here's a 3rd video, showing more progress on fast-switching between 4 separate character cameras and controls (still using 1 sample HUD):
video url: www.vimeo.com/5040824
Edit: here's a 4th video, which gives the action-rpg movement both click-to-move and WASD (or arrow keys). Personally this is how I wanted Diablo 2 (or Diablo 3)'s controls to work. Although hold-down click is much better than rapid click, I think having the option to just press a keyboard key is even better (or to take it even a step further: option for auto-run with a keyboard key too?). The way it works is very simple; any keyboard move key pres sjust overrides the click-to-move. I also have a zombie pet following the click-to-move point in the video:
video url: www.vimeo.com/5056142
Edit: here's a 5th video, with more progress on the camera/movement system, including an RTS camera, and mouse-hold-down-click-to-move, and fluid switching between the systems (for example, if you do a click-to-move, it continues even when you change which player you control)
video url: www.vimeo.com/5138746
Edit: here's a 6th video, with a demo of working path-following. Any unit can follow a path of nodes (WYSIWYG with road editor). You can either (set any unit to walk on a path) or (spawn zombies to walk on a path). This makes it easy to do pre-defined (static) path-walking on a node-list (point-list) path.
video url: www.vimeo.com/5138910
And here's some very early stuff for: concept art, work-in-progress 3d model screen shot, screen shots in TGEA (from before Torque 3D beta was released). Zombie and Egg Robot are seen (animated) in the above Torque 3D video. Of course I love it (especially the concept art, and some of it starting to come to life as 3d models), but also keep in mind that this is all early prototype stuff, and my personal initial focus has been on the initial Torque 3D code development:











Previous post: www.garagegames.com/community/blogs/view/17191
Next Post, 02: www.garagegames.com/community/blogs/view/17867
Private message board is another way to contact me/us:
* www.mepem.com/game/forum/
The gameplay is cross-genre, and potential for diverse code areas. Takes place in a city, which heroes defend from attackers. The art style so far is comic book-esque and dark, though that could change depending on who we get (and keep) for artists. For now, working towards a version 0.1 game goal.
This video is just a code demo (rather than a gameplay demo). This video switches between two camera modes (action-rpg vs. fps camera) and two control modes (click-to-move vs. fps wasd move and click-to-shoot). First we see action-rpg camera with click-to-move (the zombie and the egg-robot also move towards the click point). Then we see action-rpg with fps wasd move and click-to-shoot. Then we see fps camera with wasd move and click-to-shoot. Then we see fps camera with click-to-move. Also notice the egg robot and zombie model imported and animating in Torque 3D in my sample flat terrain (with raised edges):
video url: www.vimeo.com/4925237
Edit: and here's a second video, which shows a sample modified main menu and player HUD. (Btw, "Quik" is just a typo, it's supposed to be "Quick", or at least that's the character's tentative name):
video url: www.vimeo.com/4936704
Edit: here's a 3rd video, showing more progress on fast-switching between 4 separate character cameras and controls (still using 1 sample HUD):
video url: www.vimeo.com/5040824
Edit: here's a 4th video, which gives the action-rpg movement both click-to-move and WASD (or arrow keys). Personally this is how I wanted Diablo 2 (or Diablo 3)'s controls to work. Although hold-down click is much better than rapid click, I think having the option to just press a keyboard key is even better (or to take it even a step further: option for auto-run with a keyboard key too?). The way it works is very simple; any keyboard move key pres sjust overrides the click-to-move. I also have a zombie pet following the click-to-move point in the video:
video url: www.vimeo.com/5056142
Edit: here's a 5th video, with more progress on the camera/movement system, including an RTS camera, and mouse-hold-down-click-to-move, and fluid switching between the systems (for example, if you do a click-to-move, it continues even when you change which player you control)
video url: www.vimeo.com/5138746
Edit: here's a 6th video, with a demo of working path-following. Any unit can follow a path of nodes (WYSIWYG with road editor). You can either (set any unit to walk on a path) or (spawn zombies to walk on a path). This makes it easy to do pre-defined (static) path-walking on a node-list (point-list) path.
video url: www.vimeo.com/5138910
And here's some very early stuff for: concept art, work-in-progress 3d model screen shot, screen shots in TGEA (from before Torque 3D beta was released). Zombie and Egg Robot are seen (animated) in the above Torque 3D video. Of course I love it (especially the concept art, and some of it starting to come to life as 3d models), but also keep in mind that this is all early prototype stuff, and my personal initial focus has been on the initial Torque 3D code development:











Previous post: www.garagegames.com/community/blogs/view/17191
Next Post, 02: www.garagegames.com/community/blogs/view/17867
Private message board is another way to contact me/us:
* www.mepem.com/game/forum/
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