Game Development Community

Plan for Jeff Ward

by Jeff Ward · 08/17/2004 (7:16 am) · 1 comments

Last update, Jan 21, 2003. I've been gone for a while. I have excuses though. None of which are good, but there are excuses none the less.

I've graduated from James Madison University with all sorts of honors and distinctions, most importantly (and the one I'm most proud of) is the completion of my honors thesis on Interactive Narrative. Since then, I've started work in the VA / DC area and I've purchased several things including Torque. I already have an idea of what I want to do with it this go round, nothing too complicated, but it will require some engine editing. I'll post all about it fairly soon, but for now I'm not going to get anyone excited (including myself ;))

I'm also possibly working on an out of game map / mission editor for Torque, since, in the future, I'd like to make some fairly complicated levels using more than just structures and items. One of the first things I did after getting Torque was implement the Rigid Shape resource for both the before mentioned game project and future projects, and precicely placing those in the in game editor is a huge pain. I'd rather be able to use a traditional 4 paneled view with no colision or physics calculations, but we'll see how it goes. I'm altertating at the moment between the POC for my game project and POC for the OOG editor. I'll try to update people with progress before next year.

Before I sign off, does anyone know if there is already an OOG editor in the works? Is there a need or am I the only one that feels a desire for this?

#1
08/17/2004 (7:54 am)
I can see a good use for this. Removing the overhead of a game alone would be reason enough. Cities for example, run fine as a game. You're at ground level, culling out most of the structures. Fly up to editor level, and suddenly its running quite slow, which makes moving the structures around a jerky operation.