Plan for Tony Richards
by Tony Richards · 09/20/2005 (12:00 pm) · 0 comments
The name is still a work in progress, but we want to distinguish ourselves, keep the Renegades name, but not scare away the few people that didn't really like our Tribes / Tribes 2 MODs. So, we'll have Volitant Assault, which is a basic, stripped-down game without all of the extra Renegades armor classes, vehicles, deployables, etc, and then we'll have Volitant Assault: Renegades, which is our enhanced, full version of the game with everything everyone has loved about the sophisticated Renegades game-play, plus more.
We're biting off quite a bit trying to make a base game as well as a Renegades MOD at the same time, but we've got a fairly large team and progress is moving along in leaps and bounds, so the "big bite" shouldn't be too big for us. Too bad we were unable to find a suitable base game for our third version of this MOD, otherwise we wouldn't have to spend as much time on it.
Most of our game engine changes have been ported to TSE now... still looks like crap due to the lack of dynamic lighting and shadows in TSE, but hey, it's a work in progress, right? But sheesh, the water is beautiful. :p
Quite a bit of The Team are artist types, but most of the scripters and engine coders have finally signed up on our project page: Renegades. I'm still trying to convince the team they need to start blogging a bit... hopefully you'll see some of that happening in the near future.
Our new website is due to be released any day now with updated design documents and a full users's manual (ok, a work in progress user's manual). Also, the leads have finally been given permission to start posting concept art and maybe even a few screen shots, so a screen-shot area was also added to the new web site.
Just a little preview... here's a small scan of the concept art for the Disc Launcher, a projectile weapon that hurls five rapidly spinning balls of energy which form into a disc-shaped projectile as they leave the firing chamber.

(I felt left out since the last 10 .plan entries had at least one screenshot :p)
Milestone 1, discussed in a previous plan, is about 60% done. We're still on track to hit this milestone late November, early December.
What's next? Convince Ben he needs to start (continue?) working on an in-game Atlas heightmap / texture editor :p You TGE'ers have had him long enough working on TGE 1.4... it's our turn. :p
We're biting off quite a bit trying to make a base game as well as a Renegades MOD at the same time, but we've got a fairly large team and progress is moving along in leaps and bounds, so the "big bite" shouldn't be too big for us. Too bad we were unable to find a suitable base game for our third version of this MOD, otherwise we wouldn't have to spend as much time on it.
Most of our game engine changes have been ported to TSE now... still looks like crap due to the lack of dynamic lighting and shadows in TSE, but hey, it's a work in progress, right? But sheesh, the water is beautiful. :p
Quite a bit of The Team are artist types, but most of the scripters and engine coders have finally signed up on our project page: Renegades. I'm still trying to convince the team they need to start blogging a bit... hopefully you'll see some of that happening in the near future.
Our new website is due to be released any day now with updated design documents and a full users's manual (ok, a work in progress user's manual). Also, the leads have finally been given permission to start posting concept art and maybe even a few screen shots, so a screen-shot area was also added to the new web site.
Just a little preview... here's a small scan of the concept art for the Disc Launcher, a projectile weapon that hurls five rapidly spinning balls of energy which form into a disc-shaped projectile as they leave the firing chamber.

(I felt left out since the last 10 .plan entries had at least one screenshot :p)
Milestone 1, discussed in a previous plan, is about 60% done. We're still on track to hit this milestone late November, early December.
What's next? Convince Ben he needs to start (continue?) working on an in-game Atlas heightmap / texture editor :p You TGE'ers have had him long enough working on TGE 1.4... it's our turn. :p
About the author
I am the founder of IndieZen.org, a website dedicated to the Indie 2.0 Revolution where a number of Indie game development studios and individuals collaborate and share a suite of custom built open source game development tools and middleware.