Plan for Todd Pickens
by Todd Pickens · 10/10/2005 (6:40 pm) · 19 comments
WOO HOO!!!
I get to announce the content pack I am developing with Garage Games. ...so...drum roll please...Announcing the "RTS Environment Pack", which I should have wrapped up by the last of November.
I have been working with the guys at Garage Games to nail down the details and was thrilled to have them show some sneak preview shots at IGC (very sad I could not make it there this year). If you saw the shots during the show on Friday, then you already know a little, but if not, then I am happy to answer any questions you have.
In a nut shell, I am developing an RTS Environment Pack. Timothy Aste (thanks a million Tim) planted the idea of a content pack in my head. It took a little while, for what should have been obvious, to hit me, but at last it did... SHAZAM! "...There has got to be a lot of users in the community that could put some RTS art assets to good use". Yada, yada, yada and the RTS Environment Pack was born.
From my years in the development biz, I have a bunch of published games under my belt, almost all RTS titles. But thanks to some strange turns of fate over the past year, I am now sold on indi development, and am thrilled to have a venue like Garage Games through which I can contribute to the development community.
Below is a little info on the environment pack. More details in due time. I will also create some space on my web site to post updates. Speaking of which, you can see a few early development shots here www.shapesandlines.com/RTSContentPackDevelopment.htm
Environment List
1 - Winter wilderness/ Norse Ruins
2- Swamp/Mayan Ruins
3 - River Valley (Mid west semi arid sort of environment) River beds, tall grass, rocky cliffs, etc.
4 - Alien Lava world (dark blasted waste with rivers of glowing lava, jagged rock formations rising up from the ground to sculpt the 3d space, deep rifts in the ground, craters, moody sky, etc.)
5 - Lush Forest (Groves of trees, undergrowth, rivers, carpets of vegetation, moss covered rocks, etc.) I wanted to do a jungle, but the jungle I have in mind really needs to be for an FPS and I have already done some test mock ups for it so that will come along in due time.
The following is a sample breakdown of the contents for a given environment. I typically end up developing a almost twice as many assets, just as a byproduct of the development process, and any of those that make the grade will certainly be included
I will also include a map that is a demo for each environment so that the user has a clear example of how the environment elements work together.
"Winter wilderness" (snow covered land, leafless trees and Norse Ruins)
6 Map textures (2Xsnow, rocky ground, patchy snow/dead leaf, etc.)
Leafless trees
Fallen trees, stumps
Bush variations
Grass variations
Rock formations
Sky box
Water textures
Ruins:
Stonehenge type formations
Rubble walls, towers, etc.

All comments and feedback are welcome.
I get to announce the content pack I am developing with Garage Games. ...so...drum roll please...Announcing the "RTS Environment Pack", which I should have wrapped up by the last of November.
I have been working with the guys at Garage Games to nail down the details and was thrilled to have them show some sneak preview shots at IGC (very sad I could not make it there this year). If you saw the shots during the show on Friday, then you already know a little, but if not, then I am happy to answer any questions you have.
In a nut shell, I am developing an RTS Environment Pack. Timothy Aste (thanks a million Tim) planted the idea of a content pack in my head. It took a little while, for what should have been obvious, to hit me, but at last it did... SHAZAM! "...There has got to be a lot of users in the community that could put some RTS art assets to good use". Yada, yada, yada and the RTS Environment Pack was born.
From my years in the development biz, I have a bunch of published games under my belt, almost all RTS titles. But thanks to some strange turns of fate over the past year, I am now sold on indi development, and am thrilled to have a venue like Garage Games through which I can contribute to the development community.
Below is a little info on the environment pack. More details in due time. I will also create some space on my web site to post updates. Speaking of which, you can see a few early development shots here www.shapesandlines.com/RTSContentPackDevelopment.htm
Environment List
1 - Winter wilderness/ Norse Ruins
2- Swamp/Mayan Ruins
3 - River Valley (Mid west semi arid sort of environment) River beds, tall grass, rocky cliffs, etc.
4 - Alien Lava world (dark blasted waste with rivers of glowing lava, jagged rock formations rising up from the ground to sculpt the 3d space, deep rifts in the ground, craters, moody sky, etc.)
5 - Lush Forest (Groves of trees, undergrowth, rivers, carpets of vegetation, moss covered rocks, etc.) I wanted to do a jungle, but the jungle I have in mind really needs to be for an FPS and I have already done some test mock ups for it so that will come along in due time.
The following is a sample breakdown of the contents for a given environment. I typically end up developing a almost twice as many assets, just as a byproduct of the development process, and any of those that make the grade will certainly be included
I will also include a map that is a demo for each environment so that the user has a clear example of how the environment elements work together.
"Winter wilderness" (snow covered land, leafless trees and Norse Ruins)
6 Map textures (2Xsnow, rocky ground, patchy snow/dead leaf, etc.)
Leafless trees
Fallen trees, stumps
Bush variations
Grass variations
Rock formations
Sky box
Water textures
Ruins:
Stonehenge type formations
Rubble walls, towers, etc.

All comments and feedback are welcome.
About the author
#2
10/10/2005 (6:48 pm)
So what's the price tag on the pack?
#3
10/10/2005 (7:12 pm)
Thanks :P learning the hard way.
#4
Stephen, That would be one of the questions I don't know the answer to just yet. The Garage Games guys have been pretty busy with IGC and all, so we haven't work out that detail.
As soon as I know, you will know.
10/10/2005 (7:28 pm)
Thanks Joseph, what can I say, I'm artist, I'm lucky I don't use the automatic cup holder....Stephen, That would be one of the questions I don't know the answer to just yet. The Garage Games guys have been pretty busy with IGC and all, so we haven't work out that detail.
As soon as I know, you will know.
#5
10/10/2005 (8:23 pm)
Todd's screenshots have generated quite a bit of excitement among the art crew here at GarageGames. Whenever he sends something over there is much "oooo"ing and "ahhh"ing. :)
#6
Thats really generous.
I can't wait to see someone put the environments I am working on to use. I want to run around in that winter environment with some fur clad Vikings or something looting and pillaging. I can just see the horses and their steamy breath in the cold air :O)
10/10/2005 (8:41 pm)
Thanks Adam!Thats really generous.
I can't wait to see someone put the environments I am working on to use. I want to run around in that winter environment with some fur clad Vikings or something looting and pillaging. I can just see the horses and their steamy breath in the cold air :O)
#7
10/10/2005 (8:53 pm)
Interesting ... are you also saying that Tim's packs couldn't be used with the RTS Starter ?
#8
Um no, I don't think I implied that Tim's pack couldn't be used for an RTS game. I could be wrong, but don't think Tim's pack was specifically designed for an RTS with the elements that are particular to and RTS game in mind.
I am creating several RTS environments, with assets tuned to RTS projects. For example, the trees are designed to be "best" viewed from above at a 45 degree angle( typical RTS Camera), so the polys that are spent to construct the trees take that into account.
Having said that, the trees stand up pretty well from any angle, because I know people like to go crazy with free roaming cameras when they can. Additionally, it makes for a good "screen shot" mode. From experience, I can tell you that a free roaming camera is mostly a waste in an 3D RTS game, but that is a debate for another time.
10/10/2005 (9:34 pm)
Sikosis,Um no, I don't think I implied that Tim's pack couldn't be used for an RTS game. I could be wrong, but don't think Tim's pack was specifically designed for an RTS with the elements that are particular to and RTS game in mind.
I am creating several RTS environments, with assets tuned to RTS projects. For example, the trees are designed to be "best" viewed from above at a 45 degree angle( typical RTS Camera), so the polys that are spent to construct the trees take that into account.
Having said that, the trees stand up pretty well from any angle, because I know people like to go crazy with free roaming cameras when they can. Additionally, it makes for a good "screen shot" mode. From experience, I can tell you that a free roaming camera is mostly a waste in an 3D RTS game, but that is a debate for another time.
#9
10/11/2005 (11:37 am)
Beautiful work, and a great idea to go along with the RTS code pack! I will contact you privately.
#11
10/13/2005 (9:09 pm)
Thanks for that Todd ... just I was planning to use Tim's pack for an RTS ... hence why I thought I'd ask the question.
#12
No Problem. Let me know how the engine performs. One of the unknowns that I am working with on this environment pack, is how well TGE will perform with a complete environment set up and a bunch of RTS units running around.
I am probably setting my poly counts lower than need be, but better that than shipping something that kills performance.
HEY! maybe you can answer this for me? so you are doing an RTS..with the RTS kit I assume? What are you doing about collision? The coder on my team for "Surrender Yer Booty", the pirate game I am also working on, is banging his head against getting collision working in the RTS kit (which does not work by default).
Have you solved this problem? If so, how?
10/13/2005 (10:13 pm)
Sikosis,No Problem. Let me know how the engine performs. One of the unknowns that I am working with on this environment pack, is how well TGE will perform with a complete environment set up and a bunch of RTS units running around.
I am probably setting my poly counts lower than need be, but better that than shipping something that kills performance.
HEY! maybe you can answer this for me? so you are doing an RTS..with the RTS kit I assume? What are you doing about collision? The coder on my team for "Surrender Yer Booty", the pirate game I am also working on, is banging his head against getting collision working in the RTS kit (which does not work by default).
Have you solved this problem? If so, how?
#13
Sorry, I'm not that far along into the RTS yet ... but thanks for the heads up. Hope your coder (or someone else) can find a solution to this ?
10/17/2005 (5:19 pm)
Hi Todd,Sorry, I'm not that far along into the RTS yet ... but thanks for the heads up. Hope your coder (or someone else) can find a solution to this ?
#14
Sorry to hear that, I was hoping someone had found a solution.
Keep in touch, I would love to see your RTS as it develops.
10/17/2005 (6:20 pm)
@SikosisSorry to hear that, I was hoping someone had found a solution.
Keep in touch, I would love to see your RTS as it develops.
#15
10/23/2005 (1:38 pm)
nice can these only be used in an RTS or could i put it in a 3rd or 1st person game
#16
I have had a lot of folks ask me about that.
The art can definitely be used for a 3rd person game, as thats what they are designed for essentially (RTS camera is little more than a pulled out 3rd person).
Given contemporary RTS games, I have tried to pack as much detail in as possible, while maximizing the poly count efficiency (all trees are roughly 180ish - 200 polys). And assuming a roaming camera.
As for first person, Yes, I suppose they could also be used for that. As I have pointed out to a couple of folks, I would have constructed the trees a bit differently for a 1st person game (these are currently designed to be best viewed from an RTS or RPG (dungeon siege, Diablo sort of perspective).
They look good in any view, including 1st person, but I could have certainly made them and the rest of the art for this pack a bit more tailored to that view if that what I was going for.
Tim Aste has a some GREAT content pack stuff which, if I am not mistaken is more designed for 1st person.
Any way, I will post some 1st person shots toward the end of next wee when I wrap up environment #2 "the Swamp". So stay tuned and give me you feedback please.
Also a last note. If you have any specific needs, let me know. I can't guarantee I will fit them into the pack, but you never know.
And beyond that, I am a contract artist and would be happy to talk to you if you have a special project that needs attention.
Hope all that helps :O)
10/23/2005 (6:28 pm)
@ Henry,I have had a lot of folks ask me about that.
The art can definitely be used for a 3rd person game, as thats what they are designed for essentially (RTS camera is little more than a pulled out 3rd person).
Given contemporary RTS games, I have tried to pack as much detail in as possible, while maximizing the poly count efficiency (all trees are roughly 180ish - 200 polys). And assuming a roaming camera.
As for first person, Yes, I suppose they could also be used for that. As I have pointed out to a couple of folks, I would have constructed the trees a bit differently for a 1st person game (these are currently designed to be best viewed from an RTS or RPG (dungeon siege, Diablo sort of perspective).
They look good in any view, including 1st person, but I could have certainly made them and the rest of the art for this pack a bit more tailored to that view if that what I was going for.
Tim Aste has a some GREAT content pack stuff which, if I am not mistaken is more designed for 1st person.
Any way, I will post some 1st person shots toward the end of next wee when I wrap up environment #2 "the Swamp". So stay tuned and give me you feedback please.
Also a last note. If you have any specific needs, let me know. I can't guarantee I will fit them into the pack, but you never know.
And beyond that, I am a contract artist and would be happy to talk to you if you have a special project that needs attention.
Hope all that helps :O)
#17
I am a few days behind on the Swamp environments as a result, but I built several days of buffer into my development schedule for the RTS Environment pack, so no big deal, I am actually still ahead of the game.
I have a first pass on the swamp water with lily pads and swamp scum. Not bad, but needs polish.
I also got a good first pass on the primary trees I will use in the swamp environment.
My first thought was to do a typical swamp from the southern united states. But the more I looked at reference material and Age of Empires 3, the more I wanted to do something different. So, I Googled up bunch of reference material for south east asia, and South America.
Since the environment is going to have Maya temple runes in it (...damn AOE3, beat me to it), I figured I would mix the environments and see if I could pull off a convincing swamp that sort of said "sunken temple complexes, swamp/jungle". I am feeling pretty confident it will kick ass once I flesh it out with all the other plant life, temples and such.
Also promised to post some FPS shots for those interested in using the content in a manner other than an RTS. Well, that will have to wait a few days, or maybe until later tonight. But I will get them up.
Anyway here are a couple early dev shots for the swamp, hope you like them.


Have a great Weekend.
10/28/2005 (2:46 pm)
Well, it has been a tough couple of weeks..life is challenging me. I am a few days behind on the Swamp environments as a result, but I built several days of buffer into my development schedule for the RTS Environment pack, so no big deal, I am actually still ahead of the game.
I have a first pass on the swamp water with lily pads and swamp scum. Not bad, but needs polish.
I also got a good first pass on the primary trees I will use in the swamp environment.
My first thought was to do a typical swamp from the southern united states. But the more I looked at reference material and Age of Empires 3, the more I wanted to do something different. So, I Googled up bunch of reference material for south east asia, and South America.
Since the environment is going to have Maya temple runes in it (...damn AOE3, beat me to it), I figured I would mix the environments and see if I could pull off a convincing swamp that sort of said "sunken temple complexes, swamp/jungle". I am feeling pretty confident it will kick ass once I flesh it out with all the other plant life, temples and such.
Also promised to post some FPS shots for those interested in using the content in a manner other than an RTS. Well, that will have to wait a few days, or maybe until later tonight. But I will get them up.
Anyway here are a couple early dev shots for the swamp, hope you like them.


Have a great Weekend.
#18
-Keith
01/21/2006 (6:55 am)
Wow, I haven't been keeping up with this. That's some real good work there, Todd. One thing I used to notice about RTS games is how entities (other than the characters and buildings) never seem to really blend in with the ground; you've done a pretty good job of that.-Keith
#19
The pack is in testing at Garage Games right now, so hopefully it will be available soon.
I'll post new picks in a few days showing of additional environment stuff and the latest polished version of the ones I have already posted.
01/21/2006 (8:24 am)
Thanks very much Keith.The pack is in testing at Garage Games right now, so hopefully it will be available soon.
I'll post new picks in a few days showing of additional environment stuff and the latest polished version of the ones I have already posted.

Associate Joseph Euan
The pack looks pretty sweet, congrats.