Game Development Community

dev|Pro Game Development Curriculum

Plan for Mike Lawrence

by Mike "Tango Whiskey" Lawrence · 09/21/2005 (10:08 am) · 6 comments

Well, I've been part of this whacky world called TGE developers for about a month now. Despite a total lack of talent, I have managed to accomplish enough to believe that I might be able to make a game.

Plus, I don't want to be left out of the current blog fest.

Level editing has proven to be pretty darn easy. I have a nice terrain with multiple textures spread out according to altitude and sea level. Water blocks sit in nice sandy lakebeds surrounded by green rocky hills. Ed Muarina deserves a medal. If not for him, I would have none of this accomplished.

Thanks to another pretty darn easy tool to use, Quark, I have my first building set up with interior lights and a few target slabs sitting outside the door. The portal works great and the lighting does what it's supposed to. I found a lot of good help and examples in the forums and resources which helped me learn this very quickly. You guys rock.

And, thanks to codesampler and a very handy thread on ballistic coefficients, my green F dude is running around with a rocket launcher whose projectiles properly arc in an atomspheric medium. Motivated by this particular breakthrough, I've worked up some spreadsheets on ballistic arcs for the M-16, M240 and M49, so I can now simulate each of them with proper ballistics. I've also worked out a way to randomize impact in all directions, so I get a nice scatter pattern. (This was tough, but a real breakthrough.)

Thanks to some really outstanding tutorials at Blender.org, I have a basic understanding of modelling with Blender, although it looks like I'm going to have to move over to Milkshape along with everyone else.

And I'm on about page 110 in Ken's book. Absolutely essential reading. No, the heart will not rotate on the x and y axes. As pointed out rather succinctly in IRC, "Why would you use an item for a vehicle anyway?" Yep, my first encounter with the gang on IRC was pretty embarrassing. But they jumped right in with the right question. And the right answers.

I would not be where I am without many people in this community who have helped me without even knowing it.

What I'm really trying to say today is this: Thanks. Your help has been invaluable.

V/R

Tango Whiskey.

#1
09/21/2005 (10:25 am)
Quote:Thanks to another pretty darn easy tool to use, Quark,

Never heard that before :)

I wouldn't drop blender if I were you. To me it seems like its momentum will push it past MilkShape if it hasn't already as far using it for Torque.
#2
09/21/2005 (11:42 am)
Mike, always a pleasure chatting with you on IRC. Glad things are working out for you. Best of luck :)
#3
09/21/2005 (11:49 am)
Quote: Despite a total lack of talent

Considering what you have done without, as you put it, any talent at all, I would love to see what you could do if you thought you had some =D
#4
09/21/2005 (10:58 pm)
[ QUOTE ] Considering what you have done without, as you put it, any talent at all, I would love to see what you could do if you thought you had some =D [ /QUOTE ]

Yeah, someone needs to sign this guy now before he figures out he's worth something.
#5
09/22/2005 (12:06 am)
pictures... i want pictures!
#6
09/22/2005 (4:46 am)
I agree with Cozz. If you can help it, don't drop Blender... beyond the "don't stop the freight train" line of reasoning, Blender seemed to have quite a few more features than Milkshape... but it's possible I didn't give Milkshape a chance, and it was a few years ago when I first tried it.

It's awesome seeing some of the more experienced coders learning how to model. For indie game developement, I think it's the best way to go. Even if you wind up not doing the final models / artwork for a game, you're never hanging around waiting for stand-in models.