Plan for Arland "Barry" Woodham
by Arland (Barry) Woodham · 11/23/2004 (1:35 am) · 3 comments
Intro
Ok so this will be my last plan for a while and I am happy to say that this project has been a success in the end. If you have been reading my plans then you would know what I am talking about. If not, then the short version is QuArK does not like complex curves and dealing with this fact wasted most of my time during this school term.
Well with the success of the cell shading style being implemented I was able to actually progress forward in my work(for an explanation view my last .plan). Only having two weeks since this success and the school's interactive show I had to work fast and somehow managed to get everthing at least partially working.
Problems
The problems that still exist are:
*Scoring system was giving trouble so instead of tracking kills it tracks deaths and the winner is the one with the least at the game's end.
*Wheels on vehicle do not fit properly into hubs, this is complex tweaking that there was just not enough time for.
*Vehicle physics still need major tweaking i.e. drifting and turn radius problems.
*Rocket Launcher vector does not quite match fired projectile. This is a fix that is easy but there was not enough time.
*Collision with some objects works properly such as trees and basket ball goals but not others like the pavilion.
*No idle animation for vehicle, as many other things not enough time.
In Conclusion
Over all the project was a good start and a working alpha version but, major revisions would be required to finish up the project. Not bad considering almost everything here was done in about two weeks due to editor limitations and scrapping the entire rest of the project. Was a good learning experience and has shown me what Torque is capable of and I intend to continue working with it in the future. On top of All that the people at the interactive show really seemed to enjoy it despite all the bugs. So if you couldn't guess I am feeling really good right about now.
Anyone interested in exactly how I did the "toon shading" outlines can look forward to my tutorial which now that my current term is over I should be able to get written by the end of next week at the latest. Untill then, Thank You Garage Games for the great engine. Also Thank You to the community, those who helped me directly in posts and irc and those who's threads and resources that already exsited helped me. Once I am satisfied with the game I am sure I will post it a download that can be a start point for others wanting to create cars blowing each other up because im sure it will be a useful starter kit. This is because it has been a great learning expierence for my and I belive in sharing it with the community that helped me.
Pictures
First is a sort of simple progression of the car.
Car Mesh
Copied, Enlarged, and Inverted (Basics of the toon outlining)
Car Textured
Car Complete Without Wheels
And then some ingame shots.



Ok so this will be my last plan for a while and I am happy to say that this project has been a success in the end. If you have been reading my plans then you would know what I am talking about. If not, then the short version is QuArK does not like complex curves and dealing with this fact wasted most of my time during this school term.
Well with the success of the cell shading style being implemented I was able to actually progress forward in my work(for an explanation view my last .plan). Only having two weeks since this success and the school's interactive show I had to work fast and somehow managed to get everthing at least partially working.
Problems
The problems that still exist are:
*Scoring system was giving trouble so instead of tracking kills it tracks deaths and the winner is the one with the least at the game's end.
*Wheels on vehicle do not fit properly into hubs, this is complex tweaking that there was just not enough time for.
*Vehicle physics still need major tweaking i.e. drifting and turn radius problems.
*Rocket Launcher vector does not quite match fired projectile. This is a fix that is easy but there was not enough time.
*Collision with some objects works properly such as trees and basket ball goals but not others like the pavilion.
*No idle animation for vehicle, as many other things not enough time.
In Conclusion
Over all the project was a good start and a working alpha version but, major revisions would be required to finish up the project. Not bad considering almost everything here was done in about two weeks due to editor limitations and scrapping the entire rest of the project. Was a good learning experience and has shown me what Torque is capable of and I intend to continue working with it in the future. On top of All that the people at the interactive show really seemed to enjoy it despite all the bugs. So if you couldn't guess I am feeling really good right about now.
Anyone interested in exactly how I did the "toon shading" outlines can look forward to my tutorial which now that my current term is over I should be able to get written by the end of next week at the latest. Untill then, Thank You Garage Games for the great engine. Also Thank You to the community, those who helped me directly in posts and irc and those who's threads and resources that already exsited helped me. Once I am satisfied with the game I am sure I will post it a download that can be a start point for others wanting to create cars blowing each other up because im sure it will be a useful starter kit. This is because it has been a great learning expierence for my and I belive in sharing it with the community that helped me.
Pictures
First is a sort of simple progression of the car.
Car Mesh
Copied, Enlarged, and Inverted (Basics of the toon outlining)
Car Textured
Car Complete Without WheelsAnd then some ingame shots.



About the author
Torque Owner James Laker (BurNinG)
I dig your trees...