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Finding a Hero (TGB Saves the Day)

by Justin DuJardin · 02/21/2006 (9:11 am) · 20 comments

Finding a Hero
In the darkest of times, we all find ourselves looking for a hero, in this case that hero comes riding in on his white horse in the form of the TGB LevelBuilder!

Historically torque has required quite a bit of knowledge to get into and get started before you could create something that resembled what you may have been picturing in your mind. Well, with TGB(Formerly T2D) we've decided that this is not an acceptable thing and have been slaving away to make sure that becomes a thing of the past for TGB users.

Starting with Alpha4 of TGB we included the LevelBuilder, which is most definately a 'work in progress', so that's why we're here today; to track a bit how this unfinished painting of a hero is coming along.

Point and Click
The biggest thing we've been trying to address with the LevelBuilder is the workflow aspect. We want to make sure that when you get into it you can sit down for 5 minutes and spec out a level for your game and see it all come together as quickly as possible which is why I've prepared a small video to show off some of the new cool things we've been adding to make this dream a reality!

The Portal between Heaven and Hell

www.team5150.com/~av0n/gg/portalTwo.jpg
Like any good Hero, the LevelBuilder must, at times, face off against the worst of enemies, in this case it must have a way to travel from it's most prestigious residence in the clouds down to the darkest depths of hell to defeat scripted level setups and particle positioning.

Lukcily it is equipped well enough to make it's round trip in just under a minute, making use of the tools at it's disposal. So without further ado, join me in a quick preview of going from concept to implementation in ~50 seconds (Sped up to keep file size down - 2X Speed)

Don't forget me! Movie Link!

This is just a preview of what we'll be showing off at GDC and what TGB users can look forward to in the 1.1 Release!

Until next time then, Cheers,

-Justin

#1
02/21/2006 (9:38 am)
No clogs in heaven???
#2
02/21/2006 (10:17 am)
Sweet!
#3
02/21/2006 (10:23 am)
hahah, nice .plan Justin. And as I said earlier, insanely sweet work. :)
#4
02/21/2006 (10:33 am)
Rockin stuff Justin, Adam L, and whoever else ended up getting knee deep in this one. Looks greatly improved since I first saw it. I highly suggest checking out that short video as it really shows how sweet that app really is!
#5
02/21/2006 (10:39 am)
Rock on!!

Now if I could just figure out how to make a particle effect take the form of liquid... *dizzy* (the splash that a raindrop makes)...

Fun Fun Fun!!!

-Tim
#6
02/21/2006 (11:14 am)
Hehe pretty neat! Of course how long did it take to create the media for that small level?
#7
02/21/2006 (11:32 am)
Jeremy,

It took me no time at all, I didn't create the particle effects those are all default T2D particle effects :)

-Justin
#8
02/21/2006 (11:40 am)
LOL ...
#9
02/21/2006 (12:35 pm)
Is there any documentation yet on the new UI?
#10
02/21/2006 (12:52 pm)
I need a hero, he's gotta be strong, and he's gotta be fast, and it's got import bitmats at pixel size...

Also direct your attention to the "Effect Graph" on the particle editor rollout... Ooh baby.
#11
02/21/2006 (1:16 pm)
Wow, I like what I'm seeing there. Very cool..
#12
02/21/2006 (1:29 pm)
Very very cool.
#13
02/21/2006 (1:48 pm)
@Mark - NEVER!
@Jeff - Hey man missed your IM lastnight, hit me up some time, long time no speak :)

Also, I'd like to note that the wonderful "Effect Graph" actually being a graph is thanks to some awesome work by our very own Matthew Langley, widely known as being one of the two people in the world that know the T2D Particle editor well :)

Cheers,
-J
#14
02/21/2006 (3:42 pm)
awesome stuff Justin!!
#15
02/21/2006 (3:49 pm)
Looking nice, although I'm getting a sinking feeling that a good portion of what I've been working on the past few months is going to be beaten out before I can use it with some stability. On the other hand, I could modify these tools to do my bidding! I guess I'll see when the next Beta comes out.
#16
02/22/2006 (11:01 am)
This looks like it can boost my productivity by a gazillion percent!
Maybe at last I can break the speed of code and fuse TGB with my DNA....

see, those screens and this blog post made me completely lose my mind.
#17
02/22/2006 (1:19 pm)
The level builder looks really really good now compared to it's current state, when's beta 2? :)

Also, does this mean the particle (and tile?) editors are being integrated into the level builder? And spill the beans on the GUI improvements, please!
#18
02/23/2006 (5:42 am)
Looks fantastic. I've only had TGB for a few days but already I love it and it looks like its only going to get better!
#19
02/24/2006 (12:17 pm)
Hotness!
#20
03/17/2006 (10:24 am)
Justin:

You, me, a bottle of 151, and two bottles of Bawls.


Let's DO this.