Plan for FenrirWolf
by Fenrir Wolf · 09/28/2004 (12:04 pm) · 8 comments
I've been giving Space Race a face lift these last two weeks. Unfortunately, work has interfered but I'm managed to get some solid modeling work done. The engine is almost entirely done; All I need now is to just write level script code and create actual ingame content.
I UV-mapped the main ship using Lightwave's Surface Baker (similiar to Max's Render to Texture), and so far I've been pleased with the results. Unfortunately, it doesn't seem to bake specular, which makes sense. So, I can either see about hacking in specular into TGE, or doing my usual and faking it with careful texturing.
Anyway, I might only have one or two levels of RR for IGC, but I will have something!
Let me present the new Raven's Run title screen:

The heroine of the game, Muirin Teoranta, is a bit sketchy right now. Ryan, my assistant artist, isn't entirely done with her concept art. (So she might change in the final version of the game.)
What is Raven's Run about? A short synposis is that in the near future, all solar system space traffic is under the control of a single AI. Belenus is its name, and it guides the thousands of starships that transits between humanity's various orbital bases. The benevolent machine has so far been a boon to the expansion of humanity across the planets, coordinating all space traffic for over twenty years.
However, that is changing. Belenus has begun to malfunction. At first it merely refuses to obey orders given by the Planetary Council, but soon this progresses into outright war against humanity. Machinery previously designed to clear out space junk and asteroids turn its lasers upon helpless ships and stations.
All looks lost until the original designer of Belenus, Jan Havil, creates a virus to strike the machine's biological core. The virus isn't entirely successful, and only shuts down the central processor -- Not destroying it. This has stopped Belenus' mad dash to destroy humanity, but only temporarily. Now, it's a race against time, for powerful restoration processes have kicked in and will restore Belenus to awareness in less than twenty four hours.
Here's where Muirin comes steps in.

An ex-Gravity Assist Racing champion, she is given the fastest ship in the solar system -- The Iron Raven. Equipped with a powerful fusion-powered laser for defense, she will pilot the Raven into the core of Belenus and seek out a way to destroy the machine's diseased core. This won't be easy, however, even with the main AI offline. Regional processors are still online and will defend Belenus with impersonal, mechanical precision.

Raven's Run is a mix between rally racing and action shoot-em-up. Some of the levels will be about pure speed, racing against the clock, while others will pit you against the automated defenses of Belenus. Along the way, Muirin will uncover the reason for Belenus' sudden descent into madness. . .
I'm real excited about IGC! I can't wait to go and show off this game. I just hope I can finish at least part of it by then. ;)
(You can find more screenshots right here.)
I UV-mapped the main ship using Lightwave's Surface Baker (similiar to Max's Render to Texture), and so far I've been pleased with the results. Unfortunately, it doesn't seem to bake specular, which makes sense. So, I can either see about hacking in specular into TGE, or doing my usual and faking it with careful texturing.
Anyway, I might only have one or two levels of RR for IGC, but I will have something!
Let me present the new Raven's Run title screen:

The heroine of the game, Muirin Teoranta, is a bit sketchy right now. Ryan, my assistant artist, isn't entirely done with her concept art. (So she might change in the final version of the game.)
What is Raven's Run about? A short synposis is that in the near future, all solar system space traffic is under the control of a single AI. Belenus is its name, and it guides the thousands of starships that transits between humanity's various orbital bases. The benevolent machine has so far been a boon to the expansion of humanity across the planets, coordinating all space traffic for over twenty years.
However, that is changing. Belenus has begun to malfunction. At first it merely refuses to obey orders given by the Planetary Council, but soon this progresses into outright war against humanity. Machinery previously designed to clear out space junk and asteroids turn its lasers upon helpless ships and stations.
All looks lost until the original designer of Belenus, Jan Havil, creates a virus to strike the machine's biological core. The virus isn't entirely successful, and only shuts down the central processor -- Not destroying it. This has stopped Belenus' mad dash to destroy humanity, but only temporarily. Now, it's a race against time, for powerful restoration processes have kicked in and will restore Belenus to awareness in less than twenty four hours.
Here's where Muirin comes steps in.

An ex-Gravity Assist Racing champion, she is given the fastest ship in the solar system -- The Iron Raven. Equipped with a powerful fusion-powered laser for defense, she will pilot the Raven into the core of Belenus and seek out a way to destroy the machine's diseased core. This won't be easy, however, even with the main AI offline. Regional processors are still online and will defend Belenus with impersonal, mechanical precision.

Raven's Run is a mix between rally racing and action shoot-em-up. Some of the levels will be about pure speed, racing against the clock, while others will pit you against the automated defenses of Belenus. Along the way, Muirin will uncover the reason for Belenus' sudden descent into madness. . .
I'm real excited about IGC! I can't wait to go and show off this game. I just hope I can finish at least part of it by then. ;)
(You can find more screenshots right here.)
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#2
09/28/2004 (1:06 pm)
sweet man, everything from the straight-forward but effective and engaging story to the modeling to the ship's name (a wink to "Iron Maiden"?). on that first screen it looks like there's hinges on the wings so that they can fold up...? also, it'd be cool to see through the glass window partially to see the character inside. can't wait to preview this at IGC!
#3
As far as faking specular, TSE does this pretty well, but in TGE maybe you can fake it with enviroment mapping.
Good luck!
09/28/2004 (1:24 pm)
I'm always impressed by the stuff you post Dave, keep up the great work!As far as faking specular, TSE does this pretty well, but in TGE maybe you can fake it with enviroment mapping.
Good luck!
#4
@Joshua: Wow, thanks for the vote of confidence. :) Yes, you are right, the model's wings are removal/replaceable, though I didn't plan on making use of this in the game. But, heck, I might just. We'll see what I can come up with in the short time remaining before IGC, heh. And yes, my goal is to do the transparent window with the pilot visible inside (for cutscenes), but unfortunately, transparency sorting isn't supported under the Lightwave exporter -- Making the window transparent results in some massive rendering errors.
@Timothy: Thank you, I am honored you are impressed, despite you being a WAY better artist than me. ;) Yes, I'm going to experiment with fake-specular tonight using an environment and see how it goes.
09/28/2004 (2:34 pm)
@Andrew: The jet flame is purely a particle effect. I've just got the emitter setup to emit a LOT of particles. Kinda spammy but it looks nice. :)@Joshua: Wow, thanks for the vote of confidence. :) Yes, you are right, the model's wings are removal/replaceable, though I didn't plan on making use of this in the game. But, heck, I might just. We'll see what I can come up with in the short time remaining before IGC, heh. And yes, my goal is to do the transparent window with the pilot visible inside (for cutscenes), but unfortunately, transparency sorting isn't supported under the Lightwave exporter -- Making the window transparent results in some massive rendering errors.
@Timothy: Thank you, I am honored you are impressed, despite you being a WAY better artist than me. ;) Yes, I'm going to experiment with fake-specular tonight using an environment and see how it goes.
#5
I thought that specularity on models was already supported? I know in TZ I noticed a light specularity on our player models when we upgraded to HEAD from 1.0.
09/28/2004 (7:37 pm)
Looks great, David!I thought that specularity on models was already supported? I know in TZ I noticed a light specularity on our player models when we upgraded to HEAD from 1.0.
#6
09/28/2004 (11:18 pm)
Wow David! This is looking really, really good. Can't wait to see where it goes.
#7
@Josh: Again more thanks I am glad people are liking it so far. I really hope it will be ready so I let everybody play it at IGC, and let me know if it plays well.
Oh, and Joshua I forgot to mention, the "Iron Raven" is a reference to an old shooter game I did on my XT system in GWBASIC. Really old thing. :)
09/29/2004 (9:18 am)
@Eric: Really? Cool, perhaps so. I haven't merged in 1.3 yet. (Assuming that is what you mean?) So perhaps that is what's up. I super-quick hacked the shape rendering code to enable specularity, but it's only per-vertex and not all that pretty. A better way would be to create a cubic environment map with the lights, maybe even render this in realtime. Well, for now, the quick hack will get me by until I can figure out something a bit more visually pleasing.@Josh: Again more thanks I am glad people are liking it so far. I really hope it will be ready so I let everybody play it at IGC, and let me know if it plays well.
Oh, and Joshua I forgot to mention, the "Iron Raven" is a reference to an old shooter game I did on my XT system in GWBASIC. Really old thing. :)
#8
ETA: Davis made the TZ update almost a year ago, so if you're using any HEAD version later than that, one would think it'd be supported.
09/29/2004 (10:49 am)
David, check out the torque demo. If you play the orc in 3rd person, swing the camera up (to face down on his shoulders) and start spinning, you can see it. Ditto with driving the car around the track.ETA: Davis made the TZ update almost a year ago, so if you're using any HEAD version later than that, one would think it'd be supported.

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