Game Development Community

Alone in the dark 4 template

by Vasily Zotov · in General Discussion · 07/23/2008 (10:28 am) · 3 replies

Hello, dear Garage Games Community!

I am indie, making the second game (first could be found at www.quiteforth.com)

I am looking for sample script or project or set of *.cs files for the
game, which should be close to the Alone in the dark-4, or Biohazard/Resident
Evil 1, or Syberia, or Paradize (there should be the jpg stills and the 3d
character, moving by the arrows, and if possible some template for inventory).

I wonder if there was a book or a ready to go template with the system of portals from still
to still with 3d character (like in the Alone in the dark 4).

My old Microsoft Visual C++ 6.0 project solved all the issues, but it does not
use many of possibilities of modern hardware, so I wanted TGE.

However my old code for C++ contained 569551 bytes and I did not want to rewrite the
code again or even translate it to the Torque language, so I am looking for
some already written template of Torque code.

Thank you.
I would be using 3dsmax also.

Vasily Zotov
www.quiteforth.com

#1
07/23/2008 (11:40 am)
TGE has a weapon/inventory system like that of most standard fps games. The mmo starter kit has a mmo-rpg like inventory system I believe, but thats the only thing I know of.

I'm not sure what you mean by a "system of portals" or "moving by the arrows" though.
#2
07/23/2008 (11:51 am)
I think if there was an Alone in the dark 4 template for TGE/TGEA the maker would be very rich :)
That and the site would be filled with clones...

You could start with Combat starter kit www.garagegames.com/products/281/

Good luck
#3
07/23/2008 (11:53 am)
I think by "system of portals" he means a way of switching between local maps/frames. Most survival horror games used fixed cameras and pre-rendered images to create highly detailed environments. You'd render out ray-traced images of your map with intense details and add them as a backdrop.

In terms of swapping in between cameras, you might want to look at a few of these resources:

Using a Separate Camera Object
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4720

Movie-Like Camera System
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5390

When designing your maps, one approach would be to render out diffuse and surface normal textures, that way you'd have a way of faking dynamic lighting if you ever added shaders.