Plan for Mark Barner
by Mark Barner · 11/08/2005 (7:06 pm) · 3 comments
Since my last post on Oct 1, 2005... I got my computer back up and running. I lost very little data which was a relief.
A couple of months ago we decided to startup a new project. It was going to be a Battlefield type game. Well, after putting things down on paper, things kind of went a different direction. I guess when we talked about features in different games we liked, we developed a better idea for a game we wanted to make.
Here is what we got so far:
The team consists of myself and Rick Morrison. Our project name is: "Kilo-watt: The quest for power". What is it about? It is a game based somewhat on the Mad Max movies. Tribes/clans will be fighting over gasoline, oil and other energy sources.
What is our goals?
- to learn TGE
- to make a game
- to experiment on code for future game ideas
- to learn game development
Rules
- can only use free or low cost software ($0-$300 price range)
- use content packs for quick prototyping
- use GG community resources
- keep notes
In progress
- notes for game/ideas (legal pad)
- links to resources (webpage)
- setting up dummy objects/interiors for prototyping
- integrating content packs for prototyping
- weekly .plans to track progress (GG blogs)
What to do next?
- do a quick prototype with content packs (2-3 weeks)
...possible hurdles
- family life
- holiday season
- end of earth as we know it (game becomes reality)
A couple of months ago we decided to startup a new project. It was going to be a Battlefield type game. Well, after putting things down on paper, things kind of went a different direction. I guess when we talked about features in different games we liked, we developed a better idea for a game we wanted to make.
Here is what we got so far:
The team consists of myself and Rick Morrison. Our project name is: "Kilo-watt: The quest for power". What is it about? It is a game based somewhat on the Mad Max movies. Tribes/clans will be fighting over gasoline, oil and other energy sources.
What is our goals?
- to learn TGE
- to make a game
- to experiment on code for future game ideas
- to learn game development
Rules
- can only use free or low cost software ($0-$300 price range)
- use content packs for quick prototyping
- use GG community resources
- keep notes
In progress
- notes for game/ideas (legal pad)
- links to resources (webpage)
- setting up dummy objects/interiors for prototyping
- integrating content packs for prototyping
- weekly .plans to track progress (GG blogs)
What to do next?
- do a quick prototype with content packs (2-3 weeks)
...possible hurdles
- family life
- holiday season
- end of earth as we know it (game becomes reality)
About the author
Recent Blogs
• Barnsmorr Castle update.• A newbie
• Torque specific books
• GPGT book: Half way - review.
• A newbie
#2
Just use what you already have. You don't need content packs for prototyping. They are an expense you don't need.
11/09/2005 (8:15 am)
Quote:
- use content packs for quick prototyping
Just use what you already have. You don't need content packs for prototyping. They are an expense you don't need.
#3
As for the content packs... I already own several of them. I bought them to help learn how to do things with TGE. I figured since I had them already, they would also help me in prototyping our game. Plus some of the things in the content packs will be used in our game.
11/09/2005 (3:15 pm)
@Chris: Thanks for your feedback. That is what I was hoping for from the community, since this is our first attempt at making a game. Feedback and suggestions will help us out alot. As for the content packs... I already own several of them. I bought them to help learn how to do things with TGE. I figured since I had them already, they would also help me in prototyping our game. Plus some of the things in the content packs will be used in our game.

Torque Owner BigPapa