Plan for Jeff Ward
by Jeff Ward · 10/01/2004 (7:46 pm) · 3 comments
I've got the ODEItem stuff working in Torque (finally) and I now have a throwable weapon, which is the first stage of my game project POC. The items are still having problems with colliding with static shapes (which is actually a HUGE problem for my game project idea), but everything else is working. You can pick up the "weapon" and throw it, then pick it up again.
Next implementations are to actually be able to "catch" the object instead of just picking it up. Basically, a weapon not moving you can just run over and pick up. One's that are moving you're going to have to "catch" using key combinations or whatnot. This will all make sense everntually. My two major goals for the next plan are to get this catching system working, and to try to convert much of the rendering to cell shading. I think it will look funny having an cell shaded orc running around, don't you?
I do need someone familiar with ODEItems / Physics / ODE in general to see if they can take a look at the collision code and solve two problems for me as I start working on two other issues: 1) The low velocity passing through objects problem and 2) The fact that onCollision isn't processed unless the player is moving. I don't need these right away, and I'll probably get around to looking at them at some point, but the errors are driving me nuts.
My out-of-game editor (Tooge) has been delayed. I wanted to work on it using Windows Forms and Tao... but Tao was down for quite a while, and I just never got past loading the basic data for a terrain file (I didn't even render it). Hopefully when I get into the swing of things and start understanding Torque, this will go a lot faster.
I'm actually looking for an artist right now for a simple player model. If anyone wants to just take a chance or has some work they'd be willing to share, I'd appreciate if you let me know. I'll put up a help wanted ad at some point, but I thought I'd ask through my plan first. Enjoy your weekend all!
Next implementations are to actually be able to "catch" the object instead of just picking it up. Basically, a weapon not moving you can just run over and pick up. One's that are moving you're going to have to "catch" using key combinations or whatnot. This will all make sense everntually. My two major goals for the next plan are to get this catching system working, and to try to convert much of the rendering to cell shading. I think it will look funny having an cell shaded orc running around, don't you?
I do need someone familiar with ODEItems / Physics / ODE in general to see if they can take a look at the collision code and solve two problems for me as I start working on two other issues: 1) The low velocity passing through objects problem and 2) The fact that onCollision isn't processed unless the player is moving. I don't need these right away, and I'll probably get around to looking at them at some point, but the errors are driving me nuts.
My out-of-game editor (Tooge) has been delayed. I wanted to work on it using Windows Forms and Tao... but Tao was down for quite a while, and I just never got past loading the basic data for a terrain file (I didn't even render it). Hopefully when I get into the swing of things and start understanding Torque, this will go a lot faster.
I'm actually looking for an artist right now for a simple player model. If anyone wants to just take a chance or has some work they'd be willing to share, I'd appreciate if you let me know. I'll put up a help wanted ad at some point, but I thought I'd ask through my plan first. Enjoy your weekend all!
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