Shattered Galaxy Update - WARNING: Image Heavy
by Roland Orr · 09/12/2009 (6:48 pm) · 7 comments
Ok, so i have not blogged in a while, especially about Shattered Galaxy.
This Project has been a long up and down road. Project stops and starts for one reason or the other. Plus upgrading the core torque version 3 times. From: 1.3 to 1.4.2 to 1.5.2 then to TGEA 1.8.1.
There are still allot of things inside the engine that need to be fixed, like the speed limitations, flight physics, and the star rendering (works, but kills FPS to almost nothing).
Originally this game planned as a Unofficial sequel to Freelancer. That idea however, has changed. It is still influenced by Freelancer and Freespace series games. But it will not be directly related to either one at this point.
I am still working on reworking the storyline as well as starting fresh with models and graphics.
I am also have a custom script editor in the works that will ship with the game so players have something out of box so to speak to edit scripts with that has syntax highlighting, code collapse, and all that.
As a last thing before getting to the images i have started a sight for the game finally, took me a while because i was deciding on the CMS i wanted to use for it. In the end i opted for Joomla and some excellent plugins. Still very much neds some more work, but is up and running at:
shatteredgalaxy.rolanddynamics.com
Feel free to stop by the site. :P
now on to the ever expected images :D
Ships:
SF40 Guardian - Tactical Torpedo Fighter

SF43 Talon - Terran Police Interceptor

SF51 Mustang - Terran Naval Interceptor

SF52 Cobra - Terran Multirole Fighter

Space Flight Test, Jumpgate, Fighter (Player), and Frigate

Terran Ground Base - The Bar (Under Construction :D )

Shattered Galaxy Script Editor:

AS usual comments, critz (constructive only please :P ) and suggestions are all welcome.
This Project has been a long up and down road. Project stops and starts for one reason or the other. Plus upgrading the core torque version 3 times. From: 1.3 to 1.4.2 to 1.5.2 then to TGEA 1.8.1.
There are still allot of things inside the engine that need to be fixed, like the speed limitations, flight physics, and the star rendering (works, but kills FPS to almost nothing).
Originally this game planned as a Unofficial sequel to Freelancer. That idea however, has changed. It is still influenced by Freelancer and Freespace series games. But it will not be directly related to either one at this point.
I am still working on reworking the storyline as well as starting fresh with models and graphics.
I am also have a custom script editor in the works that will ship with the game so players have something out of box so to speak to edit scripts with that has syntax highlighting, code collapse, and all that.
As a last thing before getting to the images i have started a sight for the game finally, took me a while because i was deciding on the CMS i wanted to use for it. In the end i opted for Joomla and some excellent plugins. Still very much neds some more work, but is up and running at:
shatteredgalaxy.rolanddynamics.com
Feel free to stop by the site. :P
now on to the ever expected images :D
Ships:
SF40 Guardian - Tactical Torpedo Fighter

SF43 Talon - Terran Police Interceptor

SF51 Mustang - Terran Naval Interceptor

SF52 Cobra - Terran Multirole Fighter

Space Flight Test, Jumpgate, Fighter (Player), and Frigate

Terran Ground Base - The Bar (Under Construction :D )

Shattered Galaxy Script Editor:

AS usual comments, critz (constructive only please :P ) and suggestions are all welcome.
#2
Keep us updated, Looks awesome!
09/12/2009 (11:23 pm)
This looks like you have put alot of time and work into it, looks like theres going to be some cool stuff too, I especially like the Bar. (mainly because it seems you have the option to leave the spaceships and have a firefight between characters as well!)Keep us updated, Looks awesome!
#3
@PHG Creator
the editor is being created in Visual Studio 2008 Pro. Utilizing allot of custom code to get the editor to work right. And creator the torque script language file is proving a rather interesting task.
The interface elements are form a commercial set of controls i have a license for. I wanted to have a Office '07 look and feel to it so it will be familiar to the largest group of people.
Still allot more work to do to it before it is ready to be used but it is coming along.
Thank for the comments guys :P
09/13/2009 (12:33 am)
yeah that is the beauty of Torque and the modifications needed to make it a space game, you can toggle the gravity easily with a single variable in the mission file. space combat with first person shooter aspects. @PHG Creator
the editor is being created in Visual Studio 2008 Pro. Utilizing allot of custom code to get the editor to work right. And creator the torque script language file is proving a rather interesting task.
The interface elements are form a commercial set of controls i have a license for. I wanted to have a Office '07 look and feel to it so it will be familiar to the largest group of people.
Still allot more work to do to it before it is ready to be used but it is coming along.
Thank for the comments guys :P
#4
09/13/2009 (4:10 am)
Nice blog. I did want to note though that the name Shattered Galaxy is already in use by a Massive Multiplayer RTS title from Nexon. It's an older title (2002 or so) but the game servers are still running and popular in Asia.
#5
I even thought about contacting Nexon too but not sure about that. Coming up with a good name it kinda difficult. Will have to see how things go.
09/13/2009 (11:08 am)
yeah i found that out some time ago, i may change the games name when i get closer to completion but for now it works. I even thought about contacting Nexon too but not sure about that. Coming up with a good name it kinda difficult. Will have to see how things go.
#6
@CSMP
Ya no one makes games like that, well Microsoft does, but theres not many, I love games like that. I dont like games where you have limits, I know all games do, but I mean, not as many atleast, thats why I got TGEA, because it had an option to make a map go on really far by mirroring the mission area. That is also why my game is a building game with weird plastic block thingys, hard to make them not look like LEGO's. But it gives the client freedom of choice.
Anyways, good luck
09/13/2009 (11:10 am)
I have visual Studios express, I dont really need pro for what I use it for.@CSMP
Ya no one makes games like that, well Microsoft does, but theres not many, I love games like that. I dont like games where you have limits, I know all games do, but I mean, not as many atleast, thats why I got TGEA, because it had an option to make a map go on really far by mirroring the mission area. That is also why my game is a building game with weird plastic block thingys, hard to make them not look like LEGO's. But it gives the client freedom of choice.
Anyways, good luck
#7
i am doing my best to make it easy to play on both sides of the coin. challenging for sure. but with Torque it is not so bad. Right now it is fixing the flight characteristics to make flying in space fun not difficult to maneuver like it currently is.
09/14/2009 (12:45 pm)
yeah there are very few games that do both types. and outa those that do do both, there is even fewer that do it nicely. One side is good, the other is usually borked in some way like to complicated to play or control structure is excessive, ect ...i am doing my best to make it easy to play on both sides of the coin. challenging for sure. but with Torque it is not so bad. Right now it is fixing the flight characteristics to make flying in space fun not difficult to maneuver like it currently is.

Torque Owner Timothy Volpe