Plan for BrokeAss Games
by BrokeAss Games · 07/28/2004 (12:36 pm) · 2 comments
Took a few days off to move to San Francisco, the little extra free time I had I dug into the interface tools in torque and was pleasantly surprised to see a robust set of easy to use tools. Ive been working on interface artwork and flow for the last 3-4 years with halflife, max payne, maxpayne2 and I have never found something this easy to edit before. (Real-time = good)
With input from the awesome minds that hang around garage games, (IE: Sven "Racoon" Knie and Matthew Fairfax) Ive been able to remedy all my qualms with interior objects.
This last week showed great progress with the team. Rob has been kicking ass with the website and forum work, while Ari has been focused mostly on melee combat/ making the bots a bit smarter. Factions are now in thanks to Ari, and apparently he had an interesting run in with one of the creators of the Renegades Mod for tribes on Starwars Galaxies. Found some problems with DarkMatter (none of the models have bones apparently)
I took a time out from making interior assest before I burnt myself out this week, had a refreshing time thinking up an inventory system. With Ari's help we were able to get some semblance of a inventory in game. Argued a bit about a 3 bar health system vs a 2 bar health system.
As a side note from the last .plan I in all truth am just jealous about some of the content produced by the boxed artwork groups that float around the garage games community, they simply make things to good to fast. Go you guys... heh :) anyways... not sure that made any sense, so.. i'll be trailing off now. I'm hungry.
- Russ Smith (Lead 2d/3d Artist)
Screenshots of new UI stuff, mostly placeholder graphics:


With input from the awesome minds that hang around garage games, (IE: Sven "Racoon" Knie and Matthew Fairfax) Ive been able to remedy all my qualms with interior objects.
This last week showed great progress with the team. Rob has been kicking ass with the website and forum work, while Ari has been focused mostly on melee combat/ making the bots a bit smarter. Factions are now in thanks to Ari, and apparently he had an interesting run in with one of the creators of the Renegades Mod for tribes on Starwars Galaxies. Found some problems with DarkMatter (none of the models have bones apparently)
I took a time out from making interior assest before I burnt myself out this week, had a refreshing time thinking up an inventory system. With Ari's help we were able to get some semblance of a inventory in game. Argued a bit about a 3 bar health system vs a 2 bar health system.
As a side note from the last .plan I in all truth am just jealous about some of the content produced by the boxed artwork groups that float around the garage games community, they simply make things to good to fast. Go you guys... heh :) anyways... not sure that made any sense, so.. i'll be trailing off now. I'm hungry.
- Russ Smith (Lead 2d/3d Artist)
Screenshots of new UI stuff, mostly placeholder graphics:


About the author
http://www.youtube.com/user/BrokeAssGames
#2
Were you lost?
Btw Chevy, I looked you up.
Josiah Piscotta and Alex Austin (The creators of Pontifex, Bridge Builder, etc.) are childhood friends (taught me DIR C:\).
We are all from Willits, Ca. originally.
So if Pontifex is your thing, I'm sure I can give you an update.
Ari Rule (Programmer and Modeller)
*I told the lady 3 times, "Caller IQ not Caller ID", jeez...
08/21/2004 (3:36 pm)
Why did you post this in our plan Chevy?Were you lost?
Btw Chevy, I looked you up.
Josiah Piscotta and Alex Austin (The creators of Pontifex, Bridge Builder, etc.) are childhood friends (taught me DIR C:\).
We are all from Willits, Ca. originally.
So if Pontifex is your thing, I'm sure I can give you an update.
Ari Rule (Programmer and Modeller)
*I told the lady 3 times, "Caller IQ not Caller ID", jeez...

Chevy Mac