Plan for Je-heon Yu
by Jeheon Yu · 10/04/2004 (4:09 pm) · 4 comments
Plan 1 - Porting
(1) 'Cleaning' Nethack 3.4.3 source first :)
(2) Extract overall rules, core structures and codes, resources, etc.
(3) Make some brand new sets of graphics/sounds/...
(4) Rebuild game elements with Torque Engine :)
Plan 2 - Expanding
(1) Change overall rules, core structures and codes, resources, etc.
into collections of reconstructable plug-ins.
(2) Change overall rules into realtime-driven ones.
(3) Add some realtime multiplayer capabilities.
(4) And so on... :)
[2004-10-17]
Furthur advancement will continue at :
http://ichiroh.made.com
[2008-07-28]
Frankly, i have under-estimated the vastness of TGEA engine and
overall process of game making as one-man game developer.
Recently i decided to be real and i'm running with TorqueX & TXB for now.
All effort to utilize the TGEA engine will be pended until i get some
more experiences on game development process itself and
Torque engine structure. I think it'll be easier to me to digest
relatively simple C# codes (with great component structures)
than the vast ocean of C++/TorqueScript sources with all monuments of
long histories.
At least, the TX/TXB shows me a 'royal' road to make somewhat works :-)
Thus, Nethack with TGE plan is no more.
(I'm deeply sorry if there's anybody who have waited for this game.)
Even if i make another plan to Rogue-like game someday,
maybe it's not like Nethack. (I prefer Dungeon Crawl now ^^)
Well, recently i started to make a gun-shooting action game
(for studying and testing TX/TXB well) and i hope to release some plans
about this soon. (when i prepared to release some prototypes)
Thanks to anyone reading this plan :-)
(1) 'Cleaning' Nethack 3.4.3 source first :)
(2) Extract overall rules, core structures and codes, resources, etc.
(3) Make some brand new sets of graphics/sounds/...
(4) Rebuild game elements with Torque Engine :)
Plan 2 - Expanding
(1) Change overall rules, core structures and codes, resources, etc.
into collections of reconstructable plug-ins.
(2) Change overall rules into realtime-driven ones.
(3) Add some realtime multiplayer capabilities.
(4) And so on... :)
[2004-10-17]
Furthur advancement will continue at :
http://ichiroh.made.com
[2008-07-28]
Frankly, i have under-estimated the vastness of TGEA engine and
overall process of game making as one-man game developer.
Recently i decided to be real and i'm running with TorqueX & TXB for now.
All effort to utilize the TGEA engine will be pended until i get some
more experiences on game development process itself and
Torque engine structure. I think it'll be easier to me to digest
relatively simple C# codes (with great component structures)
than the vast ocean of C++/TorqueScript sources with all monuments of
long histories.
At least, the TX/TXB shows me a 'royal' road to make somewhat works :-)
Thus, Nethack with TGE plan is no more.
(I'm deeply sorry if there's anybody who have waited for this game.)
Even if i make another plan to Rogue-like game someday,
maybe it's not like Nethack. (I prefer Dungeon Crawl now ^^)
Well, recently i started to make a gun-shooting action game
(for studying and testing TX/TXB well) and i hope to release some plans
about this soon. (when i prepared to release some prototypes)
Thanks to anyone reading this plan :-)
About the author
#2
10/05/2004 (4:13 pm)
Thank you for your interest, Dylan :D Because I got the engine just a few days ago and haven't much knowledge in it, I need some time to study and trying some ideas. I hope the minimal prototype can be made in this year, if there's no serious problem happens... :) One of the considerable problems is a delay of analysis the original Nethack source.
#3
10/06/2004 (7:18 pm)
Sounds good... Good luck with your project
#4
10/07/2004 (7:42 am)
Thank you Thomas, I'll do my best :D
Torque Owner Dylan Sale