A new game idea
by Steven · in Game Design and Creative Issues · 03/30/2004 (9:57 am) · 8 replies
I've got a new game idea that I'm going to attempt later this summer when I'm not so busy. But before I purchase the Torque indie license and potentially waste a bit of time testing/designing for something that wont work, so I'd like to ask some questions about the capabilities for the Torque engine.
note: I am working with Tribes2 as my reference for engine capability
A) In T2 I think the models perspective was set to about a 1.5 meter height. Would it be possible to make a player model that is 15m-20m in height and still have the perspective point of view be appropriate?
B) Can I create a large enough map to have some kind of 'space battle'? Does the map file format even allow this kind of map?
C) In relation to A, what are the limits for player model size? Would it be possible to make a very large sphere (50m or so in size) as a vehicle for example?
D) On the player/vehicle models, is there support for body location-specific damage?
E) AI - if I drastically change the game physics or player models, would it take much work to adapt the AI to the 'new' environment?
F) Weapon effects: Would it be possible to make some sort of matrix like bullet action? I'm not asking for the time slow affect, but just the ripple waves. I have a few ideas for some bizarre weapons in my game :).
G) In reference to D, I'd like to change the HUD so that so that when the targeting reticle is over a target, I get a sort of enhanced targeting that will display certain details (a thermal type overlay for 'heat' and the various sections of the body and their current health). Would this be possible?
The answers to these questions will determine wether I purchase the Torque engine. I believe they are all possible (except for B perhaps), and I hope that everyone tells me it is. Thank you all in advance for your answers.
note: I am working with Tribes2 as my reference for engine capability
A) In T2 I think the models perspective was set to about a 1.5 meter height. Would it be possible to make a player model that is 15m-20m in height and still have the perspective point of view be appropriate?
B) Can I create a large enough map to have some kind of 'space battle'? Does the map file format even allow this kind of map?
C) In relation to A, what are the limits for player model size? Would it be possible to make a very large sphere (50m or so in size) as a vehicle for example?
D) On the player/vehicle models, is there support for body location-specific damage?
E) AI - if I drastically change the game physics or player models, would it take much work to adapt the AI to the 'new' environment?
F) Weapon effects: Would it be possible to make some sort of matrix like bullet action? I'm not asking for the time slow affect, but just the ripple waves. I have a few ideas for some bizarre weapons in my game :).
G) In reference to D, I'd like to change the HUD so that so that when the targeting reticle is over a target, I get a sort of enhanced targeting that will display certain details (a thermal type overlay for 'heat' and the various sections of the body and their current health). Would this be possible?
The answers to these questions will determine wether I purchase the Torque engine. I believe they are all possible (except for B perhaps), and I hope that everyone tells me it is. Thank you all in advance for your answers.
#2
There should be a button to automagically prepend this to all technical advice on the forums ;)
03/30/2004 (1:26 pm)
I'm sure Melv has an even better way,There should be a button to automagically prepend this to all technical advice on the forums ;)
#3
Steven: Most of these questions have been answered a hundreds of times already, look up on your far right.. there is a search field there, it's lovely.
03/30/2004 (1:42 pm)
Alan: Automatically.Steven: Most of these questions have been answered a hundreds of times already, look up on your far right.. there is a search field there, it's lovely.
#4
03/31/2004 (12:00 pm)
Alright, thanks for the replies guys. I think I'll be ordering that license sometime real soon :)
#5
You must have a terrain. Just put a "force field" above the flat terrain set to 0 meters and everything will be solved. :)
04/10/2004 (7:48 pm)
If you remove the terrain for B, the engine will crash!!!You must have a terrain. Just put a "force field" above the flat terrain set to 0 meters and everything will be solved. :)
#6
To Stefan Lundmark:
Dont be a smartass.
04/10/2004 (7:52 pm)
Also, the Game Beavers thing has the ripples behind just the MP5 gun bullets.(i think)To Stefan Lundmark:
Dont be a smartass.
#8
04/10/2004 (8:23 pm)
Lol...
Employee David Montgomery-Blake
David MontgomeryBlake
A. You can tweak the camera to change the view/perspective to whatever you desire.
B. You'll have to adjust the controls and movement speed to accomodate flying as well as removing the terrain and adding in the models and logic for your space battle.
C. You should be able to use large models, but beware of using very large high-poly ones. It would be interesting seeing a player mount a sphere, though...
D. You would have to modify the hitbox code. I believe that there are several resources for this. But the word from the forums seems to be that this would take a major overhaul of the collision detection scheme. At least it seems to be from the replies to people who want to use Max/Maya/LW to create their levels and have poly-based collision. Since I've not done anything with this, I'll let others answer.
E. From what I've seen, the AI behavior is rather limited so it shouldn't be that difficult. Since I'm making a top-down/rail-shooter, I haven't had to modify it for intelligent agents. If I were making a stealth-action title, I'd have a lot of behavior work to do.
F. Look up heat demos to see how demo authors create a heat ripple around their fire demos. Then apply it to the particle code. I'm sure Melv has an even better way, but that's the first thing off the top of my head.
G. You would have to code it yourself, but it's possible.