Technical Demo --- Despair
by Chris Sargent · 08/07/2010 (8:28 pm) · 6 comments

I've been here six years now and have been reading everyone's blogs and constantly lurking in the forums. Occasionally I ask a question here and there. I had a failed start a few years back on developing a game due to real life interference. Now that T3D beta 2 is out and the documentation that came with it is outstanding, in my opinion, I decided to finally get off my butt and begin working on my demo for Despair.
A little about me: I am no artist, I am not a programmer (though I am learning), I am no scripter (again I am learning), and finally I am motivated and a great story developer.
Despair has been in my head for about five years now. Despair is a classic tale of good must trump evil or the world is lost. Despair takes place in the land of Zurmir where a group of mages unknowingly unleashed a terrible ancient evil upon the world (why is it always mages? they get such a bad rep). This evil, litterally destroyed the known world and humanity was scattered. The High Priestess Jolia was able to escape by transporting herself into the future where magic is mostly non-existent and memories of the evil are but a distant memory. Jolia must rally humanity to go back in time and destroy the evil or the world will be forever changed.
I have a few concepts that I want to develop for this demo. I plan to make a playable section of Zurmir and later on add to the world. Basically the first demo will only include New Telegon (which is in the future that Jolia transported to). I am planning for a single player RPG though the full release of the game (whenever that may happen) will be multiplayer.
I know we have many talented people around and some of what I want to develop has been done, but in order for me to learn I need to develop these systems on my own.
What I need to develop:
1. New Telegon
2. At least 4 NPC's
3. Envrionment: weather, ambience, music
4. Character selection screen
5. Leveling system
6. Combat system
7. Inventory system
8. Crafting system
9. Loot system
10. Login system
11. Travel system
12. Quest system
What I am armed with:
1. T3D beta 2
2. T3D docs
3. AFX for T3d
4. Universal AI kit
5. Games Mechanic kit
6. Farm models from dexsoft
7. Sticks and twigs pack
8. Flower pack
9. Persia Content Pack
10. Enchanted Forest Envrionment Pack
11. Medieval Characters
This is going to be quite the undertaking! I will post blogs at regular intervals with my progress and maybe my progress will help some of our new people. 1 2 3 and off I go!
#2
08/07/2010 (9:53 pm)
good luck on your project :)
#3
08/07/2010 (9:58 pm)
Thanks. I've had these ideas for years now and the trick is going to be transfering them to T3D in a workable form.
#4
I really wish you luck on your project, hope you can pull it off. Sounds like an interesting journey.
You really should find those who have talent where you lack at, such as that. That will give you an edge on where you go with your project. I think most people out here have a good story or idea, and some can even write short stories or complete books. Stand strong in your works and your journey, and know when to back down, and you should be fine :D
Congrats and good luck!
Will Zettler
dlstorminc@yahoo.com
08/07/2010 (10:12 pm)
Good luck, I just backed down on a project I've been working on and off of for like 3 years. I tried working on the game side, but noticed you need a good team to be within to really make it work right. Sure, unless your really gifted and have talent and can do coding and work on your own, you should really start small. It's not all about content packs, nor will content packs always save you. I really wish you luck on your project, hope you can pull it off. Sounds like an interesting journey.
Quote:A little about me: I am no artist, I am not a programmer (though I am learning), I am no scripter (again I am learning), and finally I am motivated and a great story developer.
You really should find those who have talent where you lack at, such as that. That will give you an edge on where you go with your project. I think most people out here have a good story or idea, and some can even write short stories or complete books. Stand strong in your works and your journey, and know when to back down, and you should be fine :D
Congrats and good luck!
Will Zettler
dlstorminc@yahoo.com
#5
I agree I will need help, but content packs can fill the void so when I go looking I will have something to show. I can get basic game play down and level design. Then I'll seek out anyone who would be willing to help and by showing I already have something will show i'm committed, at least that is the way i see it :)
08/07/2010 (10:50 pm)
Will,I agree I will need help, but content packs can fill the void so when I go looking I will have something to show. I can get basic game play down and level design. Then I'll seek out anyone who would be willing to help and by showing I already have something will show i'm committed, at least that is the way i see it :)
#6
Vise versa, content packs have a lot content you never use in your game. It can be hard in the finish period, to filter all materials and 2D/3D content you don't use in the project.
To fix this problem, it is importend only to use this content you realy need in the game. Keep all folders proper from scratch. if you don't do so, you will get a lot work in the finishing of all.
If you implement new code, do this step by step. Dont write to many. It is always cool first to test the new code, in any game situation. Noting is more bored, as if you get problems, later in the code, and then you have to find out where the bad things are.
- Creating a testlevel for your project is helpfull too. There you can always test your new code or art content, befor implement in the project.
And dont forget to look in the consol log. It always shows you what is wrong, or where the problems could be.
ok, again, good luck with your game:)
08/08/2010 (11:05 am)
Content packs can be very helpfull. special for the prototyping period. Vise versa, content packs have a lot content you never use in your game. It can be hard in the finish period, to filter all materials and 2D/3D content you don't use in the project.
To fix this problem, it is importend only to use this content you realy need in the game. Keep all folders proper from scratch. if you don't do so, you will get a lot work in the finishing of all.
If you implement new code, do this step by step. Dont write to many. It is always cool first to test the new code, in any game situation. Noting is more bored, as if you get problems, later in the code, and then you have to find out where the bad things are.
- Creating a testlevel for your project is helpfull too. There you can always test your new code or art content, befor implement in the project.
And dont forget to look in the consol log. It always shows you what is wrong, or where the problems could be.
ok, again, good luck with your game:)

Torque 3D Owner Andy Wright
BrokeAss Games