Game Development Community

RTS Pack: demo art submissions

by Josh Williams · in General Discussion · 07/30/2004 (3:18 pm) · 106 replies

Hey all,

We are getting closer to shipping the RTS Technology Pack for Torque, and I'm trying to find out if anybody out there is interested in doing some art work for the demo.

As you can see from the Snapshot screens, we are currently using Joe's rockin Blue Guy, and other placeholder art. We can do the demo like that, but it'd be cool to have some custom stuff too.

This would not be for-pay or anything. I'm just offering the chance to help with a fun project, and get your work in a professional game tech product. Of course, if we use any of your art, we'll give ya a free copy of the pack, and you'll be prominently credited. You will also retain dual rights to use your models and textures, of course. These details and an agreement will be finalized if your submission is chosen.

This could be a good opportunity to have fun, and build-up your name or resume. Heck, if you are already working on an RTS, feel free to submit your models and start building recognition for your upcoming game. :)

So, here are the specifics we're looking for:

--------------------------------

Requirements:
We need three DTS shapes, with animations and textures: 2 Unit models, and 1 building model.

1 each: Melee unit, ranged unit.
  • Needs to weigh in at about 300 polys.
  • Needs only 4 animations: running, attacking, dying, idling.
  • Needs only a very simple bone structure. 11 or 12 bones total: 2 for each limb, 2 or 3 for the spine, and 1 or 2 for the neck / head. These units will mostly be viewed from a distance so animation detail is not a high-priority.
  • Joints do not need to be skinned.
  • If units use weapons (eg sword or crossbow), they need to be built and animated into the unit models. Separate weapon models and mountpoints are not needed.
  • Models should be scaled like the standard Torque models.
  • Proper Bounding boxes are required. It appears that the Blender exporter does not properly support bbox exporting at this time.
  • Actual collision meshes are not desired.
  • The units will mostly be viewed from a "god-mode" angle in our demo. Since they are so low poly, the polys should be concentrated in the areas the model will be viewed most... the head and shoulders.
1: DTS model of a building
    [li]Needs to weigh in at around 300 polys
  • Needs 3 animations: constructing, idling, destructing
  • Only a very simple boning structure is needed.
  • A proper bounding box is required.
  • Actual collision mesh is not desired.
  • Again, the model will mostly be viewed from a "god-mode" angle, so polys should be concentrated so that this view looks the best.
Note: working on low-poly models can be tough. If you prefer, we'll also take a look at higher-poly models, perhaps for use in alternative demos where we show-off smaller unit groups and tactics-oriented gameplay. So, go wild if you want, but know that we are much more likely to use submissions adhering to the above specification.

(... continued next post ...)
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#101
08/15/2004 (11:08 am)
We're working on it. :) Preparing the beta and the demo, fixing what we hope are the last bugs, etc. I'll keep everybody posted when there's something interesting to report. :)
#102
08/15/2004 (5:36 pm)
So i take it ur not accepting anymore art?
#103
08/15/2004 (6:37 pm)
Well, we're a little ways from shipping the pack. We have more than enough art, but it's always cool to see what people come up with. If you feel like making something, that'd rock. :) Even if it doesn't make it in to the pack itself, maybe someone will find it useful.
#104
08/16/2004 (12:59 am)
And there's always the chance to practice your craft. :)
#105
08/16/2004 (5:01 pm)
Could we get some more details on what this supports?
I'm assuming:
commander map resource
multiple selection box

what about:
flocking
obstacle avoidance (A* or heuristics?)
attack logic

thanks,

-s
#106
08/17/2004 (11:01 am)
Yes.

(If you want more details, please post it in a new thread... this one is getting pretty huge. :)
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