Game Development Community

Metal vs. Flesh

by Bryce · in Game Design and Creative Issues · 11/04/2004 (2:38 pm) · 69 replies

This is a game where a war is taking place on a distant planet, where humans fight machines. There are androids, which are the robotic soldiers, WMGs, a.k.a. Walking Machine Guns, and at the end of the game, you face Blitz, who is a trigger-happy freak who has 3 legs and 5 gigantic machine guns mounted on him. What do you think of this idea?
#21
11/13/2004 (11:13 am)
It shouldnt be that hard. Most of the hard stuff is just covered by mounting arms to the torso in the script, and by using animation.
#22
11/19/2004 (1:23 pm)
Steven, thanks for the template. Ive printed it out and i am working on it. Ill post the text in my template once im done.
#23
11/19/2004 (10:03 pm)
No problem.

If you think of anything that should be added to the template, post on this forum or email me or something. Of course, I only mean things that appear in most games - I'm sure there's lots of cool categories that could be added but don't apply to most games.
#24
11/22/2004 (4:49 am)
"If we don't have anything good to say, we shouldn't say anything at all."

It's all good and well supporting people in their ideas as I hope I'd get the same support in return in the future. However if someone is making a mistake you don't praise their decision and let them continue, you point it out to them, critisise every aspect of the decision to best explain why it's best not to go that route.

The only thing I've seen on this thread that wasn't constructive was the "5000 games already like this" which you pointed out as being irrelivant due to how games are.

Bryce keep up the good work but don't ignore comments people provide even if they don't fit with what you expect. No one was mocking your idea so please don't sink to the depths of having a go at other peoples ideas especially in forums where the focus is on supporting eachother and getting the best from Torque.
#25
11/22/2004 (10:56 am)
"All flying vehicles except for the helicopter are equipped with ejector seats."

Why? What useful purpose does this serve? If you know, write it down in your design doc.


"Availible vehicles are the dune buggy, tank, helicopter, F-36 Sparrow aircraft (I made up the name for this one), and more."

What purpose do each of these vehicles serve? How do they counterbalance each other? What advantages does the dune buggy (for example), have over the tank? Or the helicopter for that matter?


"If you have played Halo 2 and are farmiliar with the duel-weld (hold two weapons at once), this is availible in this game. The game also inspired me to mount turrets on railings and vehicles."

Which guns can you duel-wield? What disadvantage is there to duel-wielding, so there is still a point to single weapons? (Halo 2 stops you from throwing grenades)


"Indestructible Armor can be mounted on the chest and limbs of the player to help out in battle."

How will this armor be aquired? What will keep it from making the game too easy?


These are the things you have to think about when making your own game, and then some. And even when you've fleshed everything out, there's still one big question left, and it's the hardest of them all:
Will it be fun?
#26
11/26/2004 (4:15 pm)
The armor isnot seen very often in the game world, thus making sure that you dont get too much of an advantage. I also wanted to say that I've added a new feature: Changing sky by time of day and having the sun go up and down when appropriate.
#27
11/26/2004 (5:07 pm)
I hope you succeed also but it is hard to be supportive of a project you know nothing about. It does sound rather neat, but to elevate it above the other games like it you should have some feature that makes it better thenthe rest. Good luck.
#28
11/27/2004 (3:57 am)
I do know about what i am doing. this took me months to figure this out and ive finally got some cool ideas. The weather system i told you about before your post has never been seen in any other games out there. This is all going to be accomplished without the TGE source code, and it is going to be rather easy.
#29
11/29/2004 (1:53 am)
If you mean weather system where by the game matches the weather in your real world region then it was done in Black & White.
#30
11/29/2004 (12:55 pm)
Well, it's gonna happen in color now.
#31
11/29/2004 (1:28 pm)
@Bryce - LOL. I dont know if you were making a joke or what, but Black & White is a PC Game, and as far as I know the game is in colour. :P

Determination is the key to accomplishing what you want done. It would be cool to see a demo/prototype of what you've done thus far, and it would make people take you more seriously. But either way, your on the right track.

Keep it up.

-Jase
#32
11/29/2004 (1:57 pm)
Hello Bryce,

It may seem simple at the time but some of this stuff that you are saying is stuff that has never been done with torque before. Like for instance to have a helicoptor rotor or a arm of a robot shot off and have it fall to the ground and react with the objects that it colides with is quite complacated. The arms of the bot could not be built into the actual player moddel they would have to be atached with seprate nodes so they would be able to be disconnected and the likes.

You also have to consider things like game preformance and what type of game will it be. Will it be a capture the flag (CTF) base or will it be level based and not multiplayer? Also the AI that you are considering is quite complacated. For instance coding a aiplayer to follow you not get stuck on objects and not run and stand infront of you when you are shooting is quite complacated. I imagin that this is your first project with torque. So, I reccomend just making a learning game to start with to get used to the engine and just to learn a little more about the scripting abilitys and how hard some of them can be.

Just think that the guys who built the thinktanks ai could have spent a whole month just working on that. Who knows mebe after that month of programing other games will have better ai and have surpased what you have just worked on by a long shot.

I just think that you should take these things into consideration.

Max :)
#33
11/29/2004 (3:04 pm)
I know what im doing. There will be a lot of mounting and scripting, and there will be a ton of work put into it. I havent started yet, im just covering the design first.

Jase: I didn't know that Black and White was the name of the game.
#34
11/29/2004 (3:29 pm)
Congratulations Bryce.

If you have already knuckled down and are modifying the scripts to meets some of your ideas, hat's off to you.
You've moved further than a lot who pass through here.

If you've purchased the book and are working through it, you're on the right track.

Pay some attention to what others do advise you of, but for the most part, keep jumping in as you are.

You'll either find at some point, that your ideas may be too much for you alone to get going, or...you'll put together an enjoyable game in due time.

All I can say that is for 10 years old...the drive and desire you have is a very good start...stick with it.

You may want to web search for some tutorials to help you get a feel for modelling/animation/graphics and coding.
An overview, or at least an introduction to those may also help you visualize your goals.

Good luck!
#35
11/29/2004 (5:57 pm)
Just to amaze you guys, i will be able to implement all of these features without the TGE source code. I doubt that i will implement all these features within the next year, but im still frantically working to make my dreams come true.
#36
11/29/2004 (7:29 pm)
Bryce,

I think thet you're getting a little over your head... I'm not doubting you I'm just perdy sure that you'll have to have the engine code to do some of the stuff that you're tyrin to acheve. I just think that you might be gettin a little over your head.

Max :)
#37
11/29/2004 (8:03 pm)
Show us some screenshots.
#38
11/30/2004 (2:14 pm)
I know how to do this without source code. It is just more than you expect.
#39
12/26/2004 (5:37 am)
Let me tell you about how i get the AI to not stand in front of the player. This is the only secret i will reveal because i dont want anybody taking my ideas. Whenever the player walks, an invisible object will be put behind him. If an enemy engages on him, action music will start, and the enemy will start to follow those objects. After a few seconds they will delete themselves, thus causing the bot to lose track of the player. I am also adding some new animations such as throwing a grenade, picking something up, crouching, crawling, rolling, rappelling, weapon melee attack, and multiple recoil sequences.
#40
12/26/2004 (6:01 am)
I agree with stefan, show us whats happening so we know :)