Is this game plausable (Turn Based Squad Combat)
by Ryan Lind · in Game Design and Creative Issues · 08/02/2006 (4:18 pm) · 9 replies
I have 2 programmers (one CS degree, one home taught), 1 artist/modeler, and 1 guy who is our friend and likes the idea. :)
What I need to know is if this is plausable in the Torque engine, I understand that almost anything is possible but what is the chance this could work well in this engine.
This is X-Com meets Space Hulk. Turn based squad combat in an isometric view point. The player has a home ship where they can purchase add ons that allow them to have different abilities in their squad and also as a place to recruit and study what they have found. Randomly the player encounters an abandoned ship (randomly generated maps) which they will enter to retrieve anything of value, of course there will be some type of bad guys in the ship. The goal is not to kill everything in the ship (bullets aren't free you know) but to get as much as you can and get out while sustaining as little damage to your squad as possible. The enemies will be overwhelming in number so an attempt to cleanse the ship would most likely be fruitless. Thats basically it, with a story line that I would prefer not to give away on the chance we see this thing through.
I would like to create full 3D models and environments all viewed from an isometric perspective, heavy on light effects for a very dark moody feeling (nothing like watching a flame thrower light up a corridor) and hopefully some sort of ragdoll physics so that when enemies die they do not simply fall in place.
Is this outside of the main scope of this engine?
Thank you
What I need to know is if this is plausable in the Torque engine, I understand that almost anything is possible but what is the chance this could work well in this engine.
This is X-Com meets Space Hulk. Turn based squad combat in an isometric view point. The player has a home ship where they can purchase add ons that allow them to have different abilities in their squad and also as a place to recruit and study what they have found. Randomly the player encounters an abandoned ship (randomly generated maps) which they will enter to retrieve anything of value, of course there will be some type of bad guys in the ship. The goal is not to kill everything in the ship (bullets aren't free you know) but to get as much as you can and get out while sustaining as little damage to your squad as possible. The enemies will be overwhelming in number so an attempt to cleanse the ship would most likely be fruitless. Thats basically it, with a story line that I would prefer not to give away on the chance we see this thing through.
I would like to create full 3D models and environments all viewed from an isometric perspective, heavy on light effects for a very dark moody feeling (nothing like watching a flame thrower light up a corridor) and hopefully some sort of ragdoll physics so that when enemies die they do not simply fall in place.
Is this outside of the main scope of this engine?
Thank you
#2
Thanks
08/02/2006 (6:50 pm)
Forgive my newness to all of this but I was under the impression that TGB was meant for 2D. Will TGB allow me access to advanced lighting techniques?Thanks
#3
08/02/2006 (7:11 pm)
TGB will allow you to use 3D models, but I'm not sure about the lighting. From a feasability standpoint, though, it already does the majority of what you want to do.
#4
09/15/2006 (5:59 pm)
You could probably emulate the lighting you need by modelling in 3D, rendering into png or some other format you like and use it in the game like that. You'd have to get all of the required angles for the characters. Diablo II used this technique, I think.
#5
This is totally TGE stuff, and right in the scope of the engine.
Isometric is just a peculiar camera angle with respect to the main geometry.
Set your models in an interior, clip the roof and jam the camera in an isometric view, it should be a LOT more simple than using TGB.
09/15/2006 (6:49 pm)
Why use TGB?This is totally TGE stuff, and right in the scope of the engine.
Isometric is just a peculiar camera angle with respect to the main geometry.
Set your models in an interior, clip the roof and jam the camera in an isometric view, it should be a LOT more simple than using TGB.
#6
This is totally TGE stuff, and right in the scope of the engine.
Isometric is just a peculiar camera angle with respect to the main geometry.
Set your models in an interior, clip the roof and jam the camera in an isometric view, it should be a LOT more simple than using TGB.
09/15/2006 (7:12 pm)
Why use TGB?This is totally TGE stuff, and right in the scope of the engine.
Isometric is just a peculiar camera angle with respect to the main geometry.
Set your models in an interior, clip the roof and jam the camera in an isometric view, it should be a LOT more simple than using TGB.
#7
This is totally TGE stuff, and right in the scope of the engine.
Isometric is just a peculiar camera angle with respect to the main geometry.
Set your models in an interior, clip the roof and jam the camera in an isometric view, it should be a LOT more simple than using TGB.
09/15/2006 (7:18 pm)
Why use TGB?This is totally TGE stuff, and right in the scope of the engine.
Isometric is just a peculiar camera angle with respect to the main geometry.
Set your models in an interior, clip the roof and jam the camera in an isometric view, it should be a LOT more simple than using TGB.
#8
What modeling package will you be using? If it can use the standard Orc skeleton, then Chris Calef's ragdoll pack could be an extremely nice deal since the work is completely done on the client side and is only a matter of rendering. Otherwise, you would have to roll your own ragdoll solution if you didn't want to use pre-generated ragdoll animations. For 99.9% of the games that have used ragdoll physics, actually calculating them is rather worthless since they don't actually do anything in gameplay except for looking pretty. Now, if you wanted it to interact like in RE4 (where you villagers actually were knocked down and moved realistically because of the contact), then you would need to roll your own physics solution for ragdolls. But most games don't actually use ragdolls for anything other than visual bling...which could be done more cheaply with pre-animated ones.
But TGE with the advanced camera resource, TLK, and an orthographic camera (forum search) should give you the view you want. TGE 1.5 will allow lights to be attached to particles, which can make for some neat effects.
I like the sound of it, though. Would it be single-player or multi-player or both?
09/15/2006 (8:14 pm)
A 3-space lighting model is not included in TGB. You could extend it, but then you start getting into creating a 3D engine and come up with Torque-lite.What modeling package will you be using? If it can use the standard Orc skeleton, then Chris Calef's ragdoll pack could be an extremely nice deal since the work is completely done on the client side and is only a matter of rendering. Otherwise, you would have to roll your own ragdoll solution if you didn't want to use pre-generated ragdoll animations. For 99.9% of the games that have used ragdoll physics, actually calculating them is rather worthless since they don't actually do anything in gameplay except for looking pretty. Now, if you wanted it to interact like in RE4 (where you villagers actually were knocked down and moved realistically because of the contact), then you would need to roll your own physics solution for ragdolls. But most games don't actually use ragdolls for anything other than visual bling...which could be done more cheaply with pre-animated ones.
But TGE with the advanced camera resource, TLK, and an orthographic camera (forum search) should give you the view you want. TGE 1.5 will allow lights to be attached to particles, which can make for some neat effects.
I like the sound of it, though. Would it be single-player or multi-player or both?
#9
It's good to see some people still working on turn based, it adds a very strategic element to the game, unfortunatly with today's action junkies they're not normally the biggest hits. But I will say Xcom was one of my favorite games ever. And the mood was right that it was freaky at times and bam one of your guys would get mind controlled and start shooting your teammates, applause for be inspired by it
10/24/2006 (6:40 pm)
I think you could go either way if you make very solid 3D models and then turn them into 2D models you can get an amazing looking game with low system demand. Downfall being that if you wanted the standard scroll around in all directions zoom in and out all that good stuff you'd probably prefer the 3D. It's good to see some people still working on turn based, it adds a very strategic element to the game, unfortunatly with today's action junkies they're not normally the biggest hits. But I will say Xcom was one of my favorite games ever. And the mood was right that it was freaky at times and bam one of your guys would get mind controlled and start shooting your teammates, applause for be inspired by it
Torque Owner Cliff