Plan for Joshua Ritter
by Prairie Games · 03/18/2004 (5:30 am) · 6 comments
Content Creation, Content Creation, Content Creation.
I have been in toolchain mode for some weeks now... and it's coming to an end. I maintain that the largest hurdle to an independent team is content creation. We need good results and quick. To this end, I have been devising a system which allows one person to go from design -> geometry modeling-> texture mapping -> lighting -> entity placement of a game level in a matter of hours.
Some highlights:
+ Modular editing system using Quark... map_import entities allows multiple maps to be edited independently and then merged at process time.
+ Awesomely fast pathfinding system with procedurally generated pathnodes and routing
+ Awesomely fast visibility system which works across terrain/interior
+ Awesomely fast terrain building + texture mapping + entity mapping
+ Doom Builder support allows interior shells to be constructed embarrassingly fast ... also entity placement is an absolute snap, no friggin Z coordinate to worry about. Texture mapping also blazes.
+ Light Brush entities that allow sweetcorn radiosity generation, without mucking up a levels geometry.. very quick/simple to add lighting
+ Procedural Database configuration via Lua scripts
I would like to note that all of this work is being released under the GPL... I don't have to release Prairie Games tools at all. But, I think it's in our best interest... This truly is a world building system, that works.
... and beware, the game now has a name. Some teasers in the coming weeks.
-J
I have been in toolchain mode for some weeks now... and it's coming to an end. I maintain that the largest hurdle to an independent team is content creation. We need good results and quick. To this end, I have been devising a system which allows one person to go from design -> geometry modeling-> texture mapping -> lighting -> entity placement of a game level in a matter of hours.
Some highlights:
+ Modular editing system using Quark... map_import entities allows multiple maps to be edited independently and then merged at process time.
+ Awesomely fast pathfinding system with procedurally generated pathnodes and routing
+ Awesomely fast visibility system which works across terrain/interior
+ Awesomely fast terrain building + texture mapping + entity mapping
+ Doom Builder support allows interior shells to be constructed embarrassingly fast ... also entity placement is an absolute snap, no friggin Z coordinate to worry about. Texture mapping also blazes.
+ Light Brush entities that allow sweetcorn radiosity generation, without mucking up a levels geometry.. very quick/simple to add lighting
+ Procedural Database configuration via Lua scripts
I would like to note that all of this work is being released under the GPL... I don't have to release Prairie Games tools at all. But, I think it's in our best interest... This truly is a world building system, that works.
... and beware, the game now has a name. Some teasers in the coming weeks.
-J
#2
03/18/2004 (7:18 am)
This sounds great. The more you post about this, the better it sounds. When can we see some screenies? :p
#3
03/18/2004 (7:40 am)
We need to get some materials out and start some hype. I want it to scream: "Play Me!" ... A *long* path has lead to this. It's just a little further out.
#4
Looking forward to seeing it man. And if you develop any commercial tools. Lets us know we still got some money in the bank :)) -goes off to check grand dad mattress :))
03/18/2004 (10:54 am)
Heh Your reading our minds here Joshua, our current system is pretty smooth. But if you got a one-man design to content creation pipeline we would love to check that out!!Looking forward to seeing it man. And if you develop any commercial tools. Lets us know we still got some money in the bank :)) -goes off to check grand dad mattress :))
#5
I also *really* like developing under an Open Source license. You can call me a gnut if you like; I don't care! :)
03/18/2004 (1:25 pm)
I want to make games, not sell/support tech.I also *really* like developing under an Open Source license. You can call me a gnut if you like; I don't care! :)
Torque 3D Owner Michael Cozzolino
Big Monk Games
Coz