Game Development Community

Building houses and apartments

by Architect · in Torque Game Engine · 01/07/2005 (11:38 am) · 5 replies

Hi all;
I'm begining a new (sim) game which will consist of build houses, their interiors..etc. I have a software backgroud with good knowledge of C++ and just bought torque... Need a starting point... I wonder if anybody has already developed similar games? any advice would be greatly welcome :D

thx.

#1
01/07/2005 (12:14 pm)
So you want to know about building houses to put in a game or how to build them in game?
#2
01/07/2005 (1:57 pm)
How to build them in game and also ability to get into house and see inside, go into different rooms. change something ( i.e. a wall or windows)

thx
#3
01/07/2005 (7:15 pm)
I think a key point here is figuring out what you want it to be like in game, rather than how to do it in code. Will players be able to do things like adding a window to a wall? Or will they choose from a set of premade walls (windows included)? Will the walls be chosen from a set of fixed shapes, or is there some way for players to draw them in game. The expected user interface is very important for a situation like this.

If you want players to just choose from a set of walls, decide where to put those walls, and have no roof, that sounds by far like the easiest way.
#4
01/07/2005 (7:20 pm)
@Eric: easiest, yes, but still not easy. We've been working on a design to allow for pretty much precisely this (although a different style--we want players to be able to build complicated city wall/defensive structures), and it's pretty involved both from the art modelling requirements to the code to handle correctly "connecting" the pieces.

As far as I can tell from his initial question/comment, he wants the ability to have certain areas of buildings (probably .dts, since .dif isn't very amenable to runtime modification as far as I am aware) that can either have new pieces added to them and be modified by that action (extending a room, adding a new room), or have certain "anchor points" within the models where you can "decorate"--place smaller models within to represent furniture, windows, etc.

This would require detailed designs on your wall/building sections so that your artists can generate sections that can be connected by the user, as well as writing the user interface code that allows for connecting/placing the building sections against the existing structure.
#5
01/07/2005 (7:32 pm)
You could create a .map loader for Torque and use the same techniques that are used in Quark/Hammer/Radiant/UnrealEd/etc to modify geometry. It's not an optimal solution, but it could work.