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		<title>Blog for Ben Wilder at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-11-19T21:51:22+00:00</dc:date>
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		<dc:date>2007-01-07T20:05:24+00:00</dc:date>
		<dc:creator>Ben Wilder</dc:creator>
		<title>Torpedo - a go go</title>
		<link>http://www.garagegames.com/blogs/78873/12035</link>
		<description>The girlfriend has gone home to see her family in Australia for a few weeks. So i've had a little time &lt;br&gt;to do the things considered 'naughty' when she's around. Namely:&lt;br&gt;&lt;br&gt;Drinking in the bathroom.&lt;br&gt;Waking up to DVD menu music every morning&lt;br&gt;Playing around with Torque&lt;br&gt;&lt;br&gt;Oh the glamour!&lt;br&gt;&lt;br&gt;But on with the update (see previous plan for game idea):&lt;br&gt;&lt;br&gt;&lt;img src='http://www.wilderthanyou.com/subnetworked1.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;With some VERY placeholder art in place for my submarine multiplayer game, i have been delving into Ken &lt;br&gt;Finneys excellent book and actually getting my hands dirty with some script!&lt;br&gt;&lt;br&gt;What have i achieved then? and where did i run into problems?&lt;br&gt;&lt;br&gt;&lt;b&gt;1)&lt;/b&gt; I now have a test server (based on FPS starter kit) that clients can connect to (both on the LAN and through my pix firewall from the internet.&lt;br&gt;&lt;br&gt;This highlighted a number of issues, as many forum posts have detailed, it's common amongst newbies to &lt;br&gt;assume everything works well until tested under a true client server scenario.. so i have had to &lt;br&gt;understand a little more of the client -&amp;gt; server messaging. Kens book is great for this, as well as &lt;br&gt;&lt;br&gt;TDN.&lt;br&gt;&lt;br&gt;&lt;b&gt;2)&lt;/b&gt;  The submarines now fire torpedos that cause damage to other players&lt;br&gt;&lt;br&gt;This caused a little fun, due to my player object being a flyingvehicle:&lt;br&gt;&lt;br&gt;&lt;div class='codeblock'&gt;&lt;pre&gt;%player = new FlyingVehicle(submarine) {&lt;br&gt;dataBlock = submarine;&lt;br&gt;client = %this;&lt;/pre&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;meaning &lt;br&gt;&lt;br&gt;&lt;div class='codeblock'&gt;&lt;pre&gt;%obj.getDamageState()&lt;/pre&gt;&lt;/div&gt;&lt;br&gt;was required not &lt;br&gt;&lt;br&gt;&lt;div class='codeblock'&gt;&lt;pre&gt;%obj.getState()&lt;/pre&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Old TGE forum posts quickly showed me the error of my ways here!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;3)&lt;/b&gt;  The submarines can ping and the sound attenuates nicely&lt;br&gt;&lt;br&gt;Lots of fun here working out how sounds on the server and client differ!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;4)&lt;/b&gt;  My Sonar implementation is getting underway&lt;br&gt;&lt;br&gt;Very early stages and really just me working out what is possible without having to modify the C++ &lt;br&gt;source code. Currently i am experimenting with the following:&lt;br&gt;&lt;br&gt;player sounds a ping which plays in 3D&lt;br&gt;Server sends back a delimited list of all other client positions.&lt;br&gt;Client will then perform some calculations and then briefly give the user an idea of opponents location&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;How is the gameplay shaping up then? Well it's getting there, since visibility will be fairly low, i &lt;br&gt;will need a method of locating other players. This will be done by sonar. Currently players can sound a &lt;br&gt;ping, which can be heard in their locality by other players. The ping will show them briefly the rough &lt;br&gt;positions of other players. &lt;br&gt;&lt;br&gt;The benefit of pinging therefore, will be to get an angle on where your opponents are, however when you &lt;br&gt;ping, it will be heard in 3D and will assist your opponents in finding you!&lt;br&gt;&lt;br&gt;Next areas to explore:&lt;br&gt;&lt;br&gt;Death / blow up animation for the submarines&lt;br&gt;score board gui&lt;br&gt;A basic map based sonar display&lt;br&gt;Reduce the frequency with which torpedos can be fired&lt;br&gt;Reduce the frequency with which pings can be sounded&lt;br&gt;Creation of animated sea creature model and have it follow a path&lt;br&gt;&lt;br&gt;&lt;br&gt;Will keep you posted!</description>
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		<dc:date>2006-12-03T19:47:07+00:00</dc:date>
		<dc:creator>Ben Wilder</dc:creator>
		<title>Learning curve... my eyes!!!</title>
		<link>http://www.garagegames.com/blogs/78873/11771</link>
		<description>Ola peeps, &lt;br&gt;&lt;br&gt;Thought i'd doc / blog my progress with TGE, may go some way to keeping me involved and interested!&lt;br&gt;&lt;br&gt;A little about me:&lt;br&gt;&lt;br&gt;&lt;b&gt;Skills:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Developer: C#, VB, Perl, SQL ..and all sorts of scripting languages&lt;br&gt;Admin: Windows server, Fedora, All sorts of Dbs etc&lt;br&gt;&lt;br&gt;&lt;b&gt;Game programming skills:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Spectrum 128K (feel the power)&lt;br&gt;Easy Amos on the Amiga&lt;br&gt;&lt;br&gt;&lt;b&gt;Gamer profile:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Exceptionally low boredom threshold when it comes to games (where's the gameplay these days?)&lt;br&gt;&lt;br&gt;&lt;br&gt;Stop sniggering. The speccy ruled! But that's really it - no game programming background to speak of! &lt;br&gt;&lt;br&gt;So i stumbled across TGE and garage games, thought &amp;quot;what the hell&amp;quot; and bought it, with the intention of having a tinker to see if it was the sort of product i could actually get on board with and create something. &lt;br&gt;&lt;br&gt;And yes indeed it is. Rather a learning curve. I think the amount of resources is fantastic - but there is a distinct lack of tutorial resource for those that have followed the getting started turorial and want to progress to the next stage. Having said this, i did buy the superb &amp;quot;Game programmers guide to Torque&amp;quot; and it goes a long way in helping! &lt;br&gt;&lt;br&gt;&lt;b&gt;What i have learnt so far is this:&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Fiddle&lt;/b&gt; - Tweak, delete and test, it's the only way to really start understanding how TGE works&lt;br&gt;&lt;b&gt;Backup&lt;/b&gt; - I backup every 30 mins, trust me if your new to TGE.... backup up your work often&lt;br&gt;&lt;b&gt;Gui editing&lt;/b&gt; - Fear it. You'll mess it up, and if you haven't got backups.. you'll cry.&lt;br&gt;&lt;b&gt;Art assets&lt;/b&gt; - Unless you have a mate who's good with Photoshop and Max (or Gimp and Blender), you gotta do it yourself!&lt;br&gt;&lt;br&gt;Enough rambling... what am i creating? &lt;br&gt;&lt;br&gt;Something FUN.&lt;br&gt;&lt;br&gt;I haven't the time to spend a year creating the finest textures / models / audio known to gamerkind and i don't have a team of 20 highly qualified game industry nuts. I have me, and most evenings a can of Cider, a rather understanding girlfriend and the telephone number of a very reputable local pizza delivery franchise.&lt;br&gt;&lt;br&gt;So.. it's a sub game. I've put about 40 hours behind it so far from purchasing TGE and boy is it fun :)&lt;br&gt;&lt;br&gt;Here's the skinny:&lt;br&gt;&lt;br&gt;&lt;b&gt;Game concept:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Underwater submarine scenario&lt;br&gt;Mulitplayer deathmatch style with a twist&lt;br&gt;Atmospheric without oodles of natty art (yes that IS possible)&lt;br&gt;Players use submarines, with a focus on control of their vehicle as well as trigger finger&lt;br&gt;Simple random power-ups / bonuses that don't make player capabilities too uneven but do add some spice&lt;br&gt;Simple graphics, relying more on entertaining game play than fancy art!&lt;br&gt;&lt;br&gt;&lt;b&gt;Tools:&lt;/b&gt;&lt;br&gt;&lt;br&gt;TGE - game engine&lt;br&gt;Photoshop - art&lt;br&gt;Soundforge / Cooledit pro - audio&lt;br&gt;Milkshape - 3D modelling&lt;br&gt;Scrumpy Jack Cider - relief&lt;br&gt;www.slayradio.org - C64 remix radio ... the ultimate in geek&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Intesting TGE bits so far:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Easier to do an underwater game not underwater! Have used plenty of fog and tweaked the sky / sun parameters&lt;br&gt;Needed to buy and download the Warsparrow content pack to figure out how flying vehicles with weapon mounts were done in milkshape! (awesome - purchased, downloaded, read through and fully functioning submarine model created within a few hours!)&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Here's what it looks like so far:&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.wilderthanyou.com/subgame3.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Keep you posted.</description>
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