Plan for Toby W. Allen
by Toby W. Allen · 06/07/2005 (3:30 am) · 7 comments
Well it's been a while since I've had some time for a .plan - I'll cut to the chase and get cracking, right now we're in the middle of a devathon which has taken over my house's living room and an extra room.
NinjaSticks
Boy we've done quite a bit since we've released our first snapshot of this. I'm aiming to get another snapshot up after the devathon.
Currently, we've been re-structuring the whole scripts used by Torque, the current way Torque is setup is weird and unfriendly, so we've been re-working stuff, additionally making things dynamic and using SVN for versioning. We've got a stable and unstable branche in SVN which is very nice - Easy to test and update for the team. We've also got levels loading in the mainmenu and some cool tricks!
We've been working on the engine a little, what turned out to be a couple of bugs are now becoming features and I'll discuss these once we release a demo. The Cel outline stuff hasn't moved much, but we're not going to use it dramatically due to the performance hit. So we're using the modeling technique which gives us more artistic leverage. That's coming along nicely, and the characters all nearly all done. Some of these were a real bitch - My modeling skills are by far not the best, but I know what I'm doing and these were hard!
The water guy and rock sticky:


I'll try and get the fire element up later.
Devathon
Ahhhh... This is where the fun begins with the members, we have our usual bunch of Sam (Music), Martin (Design), Ed (Level Designer) and Joe (Art) at the house with more to come. It's coming along nicely - Today is our first day of getting actual stuff together so I'll update you more on this later.
Mocap
The bane of my life right - Between getting the University access to the studio to getting the Tae Kwon Do guys to show up - it's all going mad! We've got our first session today and by tonight I should be able to plug stuff into Torque and see my lovely Sticky shake his booty. Right I'm off now to get all Ninja and do some fancy stuff!
Screenshots later today....
Toby.
Le President
www.gdsleeds.com
NinjaSticks
Boy we've done quite a bit since we've released our first snapshot of this. I'm aiming to get another snapshot up after the devathon.
Currently, we've been re-structuring the whole scripts used by Torque, the current way Torque is setup is weird and unfriendly, so we've been re-working stuff, additionally making things dynamic and using SVN for versioning. We've got a stable and unstable branche in SVN which is very nice - Easy to test and update for the team. We've also got levels loading in the mainmenu and some cool tricks!
We've been working on the engine a little, what turned out to be a couple of bugs are now becoming features and I'll discuss these once we release a demo. The Cel outline stuff hasn't moved much, but we're not going to use it dramatically due to the performance hit. So we're using the modeling technique which gives us more artistic leverage. That's coming along nicely, and the characters all nearly all done. Some of these were a real bitch - My modeling skills are by far not the best, but I know what I'm doing and these were hard!
The water guy and rock sticky:


I'll try and get the fire element up later.
Devathon
Ahhhh... This is where the fun begins with the members, we have our usual bunch of Sam (Music), Martin (Design), Ed (Level Designer) and Joe (Art) at the house with more to come. It's coming along nicely - Today is our first day of getting actual stuff together so I'll update you more on this later.
Mocap
The bane of my life right - Between getting the University access to the studio to getting the Tae Kwon Do guys to show up - it's all going mad! We've got our first session today and by tonight I should be able to plug stuff into Torque and see my lovely Sticky shake his booty. Right I'm off now to get all Ninja and do some fancy stuff!
Screenshots later today....
Toby.
Le President
www.gdsleeds.com
About the author
#2
06/07/2005 (7:09 am)
What are you using to do that mocap? Something cheap and indie, or do you have access to something pro?
#3
I'll be putting up pictures and more on GDS's site in a bit.
Toby.
06/07/2005 (10:04 am)
We have access to what I would call a Semi-Pro setup. The university has about 7 cameras that they use for sport science and we've commandeered these for the game. We've just spent four hours straight and it's given me a big headache. Typically I find things easy, but MoCap definately lives up to its reputation as being complicated and hard.I'll be putting up pictures and more on GDS's site in a bit.
Toby.
#4
06/07/2005 (10:07 am)
@Toby - You're a lucky bastard
#5
If anyone can offer links to converters or importers, let me know.
For thoses interested we're using 7 cams, with Qualysis software.
Toby.
06/07/2005 (1:47 pm)
Ain't so lucky - I've been having real problems with the c3d format, trying to get it into Max. If anyone can offer links to converters or importers, let me know.
For thoses interested we're using 7 cams, with Qualysis software.
Toby.
#6
I just wanted to say, this project wins _major_ "coolness points" IMHO.
Good luck with the mocap, man! I worked with a system like that when I was in Japan, 2000-2001, had to do my own interpolation to fill in all the gaps where the little balls disappeared, etc. Very challenging stuff. Very cool though.
06/07/2005 (7:50 pm)
dude, you rock!! :-)I just wanted to say, this project wins _major_ "coolness points" IMHO.
Good luck with the mocap, man! I worked with a system like that when I was in Japan, 2000-2001, had to do my own interpolation to fill in all the gaps where the little balls disappeared, etc. Very challenging stuff. Very cool though.
#7
06/08/2005 (2:58 pm)
this game would be even cooler if it had ninja fighting ballet dancers... but hey, that's just me. 
Torque 3D Owner Phil Carlisle
You guys really have it going on! :)