Game Development Community

Plan for Toby W. Allen

by Toby W. Allen · 11/13/2005 (4:02 pm) · 0 comments

The lack of time I've had to spend on game development has been insane. It's really bugging me. Third year university sucks for that! There's far too much reading, which I enjoy doing, but there's a part of me that wants to work on the cool stuff and the games.

TDN
As for TDN, I'm a little annoyed at myself for not having been able to put up all the work that I've prepared and wanted. If anyone wants to take over the articles that I've done, that's all good. I feel some might be holding off cause I've put in 'WIP' or anything. It's just a formality until it's done really. It would be nice to see more articles on the front page of the TGE/TSE sections, just to expose thoses quick links.

GDS Leeds
Apart from that the society is doing well, we're working with three different projects which I'll expose a little later. They won't be using torque, but I've restarted a project that will be, and I've started to work on that for the moment. I'm leading one of the GDS games, while overseeing the society and the other games. Oh... I mentioned i'm working on my old game.. yeah.. pretty busy.

Constuctor and Torque 1.4
I really can't wait for 1.4, it's for me the first really solid build of Torque. It's production pipeline is getting better and better. Due to one of our games using the Source engine (as a mod) I was curious to know if Constructor will take a more Hammer-like approach with it's entity linking and etc. While you can place entities in editor, linking their interaction remains a scripting job. Hammer's possition allows you to use their engine functions linked into the level to create a scripted sequence, which is a cool approach really. I wonder if constructor will do that. It would be quite a massive thing for torque to support this, as you've essentially place yourself into certain types of functions, but if this was build into torque into a flexible structure, you could easily allow things like AI actions to be common, which others being newly created actions, which would then allow people to create things quite fast and get it up and running using a more common base of tool. I suppose this could then use things like Phil Carlisle's AI pack and more.

I guess a more common set of tools, in terms of features to use wouldn't be bad. Where to the beginner, it's more like modding, and to the experts then they can do what they want. I definately think more sort of game-specific packs shouls be released. This could very much be a community thing. It's not about creating a game, but more the technology behind it, so that people could just drop in some things and get it cracking.

Jobs
I'm also starting to look for industry jobs at this stage, as next year is approaching fast and I'm freaking out as to finding jobs already. How bad is that. Anyone need some crazy belgian producer-type guy? I've got over 6.5 years in the industry now...(i think) from journalism to publishing to test to well... society head/producer/president

oh... back to work...
Toby.