Game Development Community

T2D Inkubator?

by Chris Cockcroft · in Torque Game Builder · 04/18/2005 (5:35 am) · 68 replies

Ok, any Mac developers out there might already know what I'm talking about, but I'll explain myself for everyone here.

A group (called Inkubator) was formed as part of the iDevGames forums that essentially worked together to come up with a simple game idea and complete it, releasing all source and assets. The purpose was to provide well written source for future game developers to read through and learn from, and also to provide a team environment experience that many indie game developers lack. An interesting part of it was that any one could join in. A list of tasks was given, and any skills one felt they could offer were applied.

So I wonder if anyone in the T2D community would be interested in forming a similar group? I think it would serve as a good way to not only learn more about T2D, but also to get used to working in a group on a larger (but not too large :) project.

Obviously, there are a few catches in the way a group like this could work, in terms of the EULA and such, but setting up something like a separate forum division for such a group and a resource where the updated source could be posted might be enough to stick within those guidelines.

I'm just spouting off right now, but I'd love to here what others think of this idea and if it is something that could work. I know I for one could benefit a lot by working within such a group, and at the same time, I think I can offer a lot as well.

So any thoughts? Am I just not making any sense :P


// I've decided to keep a list of all the ideas here for quick reference. Let me know if I missed one :)

* epic side scrolling RPG
* tbs or rts about rival neighbourhood gangs
* tbs mech combat with RPG elements
* classic top-down or Diablo-style RPG
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#61
04/19/2005 (4:36 pm)
Cartoony not only can add a fun element it can ensure that we keep this game nuetral... we can make it puzzle-ish in parts, action in parts, but keeping everything around PG rated we ensure that it could be an example game for any age...

I like the idea :) We could send him back in medeival times and put armor on him and force him to run around and find whatever it is hes looking for (sorry haven't had a chance to catch up on the whole thread yet :) but we can make the action energy based, like he uses his technology to power his sword to give an electric shock and it can send sparks... later we can always have a setting to switch out particle effects to make it a gory setting
#62
04/19/2005 (4:40 pm)
The RTS part could be him sent to a certain time period and a neighboring kingdom could have what he needs so he uses a mind control device to take control of the smaller kingdom hes in and build forces to take over the other town and get it
#63
04/19/2005 (4:43 pm)
Well I think you have the highest T2D programming skills of the bunch so it you think it's doable that says a lot. Because you will prob wind up doing most of the advanced scriping heheh. :) That may sound evil but I think it's realistic.
#64
04/19/2005 (4:44 pm)
I think Matt E. said it best:

Quote:... I think that's part of the reason why a modular, mini-game based project would work relatively well. If each individual component is achievable, the entire whole benefits and (hopefully) the worst you'd end up with is a game that's sparse on content if only a few are completed.

Each mini game would give newcomers to T2D a taste of what can be accomplished, not to mention allowing us to try new things without worrying about dedicating a lifetime to finishing it. It also allows each of us to work on the ideas that interest us the most.

Maybe we've already decided on this approach and I'm just beating a dead horse, but y'know, *whack* :)
#65
04/19/2005 (4:47 pm)
Let's get to some real time discussion gents :p

/j #timejumper on the maxgaming irc server.

I'll be a waitin.
#66
04/19/2005 (4:48 pm)
I think it's ok for us to spend a little more time debating the game. We can burn colored smoke each day till a game design is decided on. I have no big objections to the professor concept. As long as the group thinks it's doable. Is willing to give up your source code to other SDK owners. Can have it done in 30-60 days? Uses the current version of SDK (well the soon to be patch) without C++ mods *just a goal not in concrete.
#67
04/19/2005 (4:53 pm)
Wow, a lot got posted while I was writing that :P

So maybe I'm naive, but I don't think it would be too tricky handling the level switching. I think if the core game had some sort of protocol set up that each mini game would follow, it would be pretty slick. And maybe things like setting up a scenegraph for the core game, with the mini games loaded to a different scenegraph, things could be kept organized. I know these are just implementation details and shouldn't factor in yet, but at least it seems quite possible to me :)
#68
04/19/2005 (5:27 pm)
It's definitely possible. I've been using just that sort of technique to handle level switching in an Asteroids-style game so that each level could offer a drastically different play experience isntead of just different powerups, asteroids, whatever. The only real hurdle was making sure everything the level set up was properly cleaned out on level change.

Just an idea (because implementation ideas are fun to us insane programmer types): a minor engine change could enable a global SimSet to which every new object is added (similar to $instantGroup in TAP and the mission cleanup group in TGE, but automatic and transparent). Add a couple console functions to enable and disable this functionality and your top level framework is instantly able to ensure that mini-games clean up after themselves by enabling the auto-set just before running the mini-game and then, deleting all the objects it still contains (if any) after exiting the mini-game, and then disabling it again until the next mini-game is run. That way, the top level game can maintain its own objects across the execution of mini-games, but still ensure that things are kept clean.

Combine some sort of auto-cleanup like that with Chris's idea that mini-games essentially behave as though they were independent, stand-alone applications in that they keep their own scenegraphs, etc. and I think it would work rather well at making it appear to the mini-game as though it was running its own, private, instance of T2D.
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