Game Development Community

Oust - PC, Mac, Shader

by Jeremy Alessi · 02/16/2006 (10:41 pm) · 0 comments

I've now got Oust running in some form or other on the PC, Mac, as well as in Shader form. I'll be meeting with James O'Brien, the new artist on the project this Sunday to begin getting him up to speed with exporting into Torque. This is the first time I've worked with someone non-remotely. This will actually be the 3rd time we've met in person and it's definitely very productive to be face to face and just roll through all the details of a project in the same room.

The biggest thing with this game as I've stated before is the character animation. This week we'll be animating characters with melee animations for use with Oust. In general James has lots of modeling and animation experience but no game engine experience so the majority of the time will be spent learning the exporters etc...

It's pretty exciting to have the game running in so many forms. Ideally, I'd love to see the game with multiplayer running cross platform from Mac to PSP. Of course Torque doesn't run on PSP ... yet ... as far as I know but I'm sure it could be done. The tough part would be synching Shader engine builds with standard builds. I'm sure that could be done as well but the content validation would need some adjustment. Perhaps it wouldn't be prudent to mess with that though and just let each platform interact seperately.

Long story short ... the game should be complete by next IGC easily and possibly before that. I'm focusing on a tight mostly arcade style multiplayer experience. The real goal is Xbox Live Arcade. I'm completely convinced of the gameplay and now I'm eager to see the art follow through in a similar fasion. Once it's all together it'll be great!