Plan for Jeremy Alessi
by Jeremy Alessi · 03/12/2005 (9:43 pm) · 0 comments
... yes it's a wonderful thing when you finally get some people to get in and do some testing with you. Today I was lucky enough to have my younger sister network test the Leadfoot GT racing engine as well as my younger brother help me test King of the Mountain. The latter was extremely fun because he was really into the game and helping me make it better so with him in NY and me in VA both on our cell phones we worked our way through a few niggles and did some gameplay balancing.
Which brings me to another great strength of the Torque Engine. I had him testing various tolerances (jumping to platforms and the like) by running around the level with his character while I manned the level editor and edited the level in real time. Something like that really speeds up development time. Another great thing is that only the host needs to modify certain scripts for them to work across the network. So I was free to change scripting without having to worry about telling him to replace scripts or change them on his end. My previous network games have been a hassle in both of these regards because I've constantly had to send new files to other people testing the game with me and having them update ... meanwhile all that time could have been spent actually testing the game. TGE does it for me and it's just so nice compared to some of my other experiences.
After today I'm certain that King of the Mountain has a solid gameplay core and I'm also sure that I'm going to forget the idea of trying to wiggle in any sort of story with a lesson attached. The idea of Queen of the Hill is for now dead and buried and it's a good thing because it'll allow the core gameplay of King of the Mountain shine.
Now I need a level designer/scriptor (preferably with decent knowledge of physics), a character modeler, and an animator. Anyone with the skills and a strong knowledge of Torque send me an email.
Which brings me to another great strength of the Torque Engine. I had him testing various tolerances (jumping to platforms and the like) by running around the level with his character while I manned the level editor and edited the level in real time. Something like that really speeds up development time. Another great thing is that only the host needs to modify certain scripts for them to work across the network. So I was free to change scripting without having to worry about telling him to replace scripts or change them on his end. My previous network games have been a hassle in both of these regards because I've constantly had to send new files to other people testing the game with me and having them update ... meanwhile all that time could have been spent actually testing the game. TGE does it for me and it's just so nice compared to some of my other experiences.
After today I'm certain that King of the Mountain has a solid gameplay core and I'm also sure that I'm going to forget the idea of trying to wiggle in any sort of story with a lesson attached. The idea of Queen of the Hill is for now dead and buried and it's a good thing because it'll allow the core gameplay of King of the Mountain shine.
Now I need a level designer/scriptor (preferably with decent knowledge of physics), a character modeler, and an animator. Anyone with the skills and a strong knowledge of Torque send me an email.
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