Docoto Defense June Update
by Deozaan · 06/27/2007 (10:47 am) · 3 comments
This blog chronicles the development of Docoto Defense, a game entered into the Dream Games "Game in a Year" contest.
In June I started working on compiling an art resource for TGB (for my own prototyping needs) from some freely distributable graphics that were brought to my attention on the GarageGames forums. However, after nearly 1200 lines of code describing the resource and only 1/3 of the creatures done, I decided to postpone the resource and work on things more directly related to Docoto Defense.
Here's an example image of one of the creatures:

I got a little discouraged (again) by the lack of really good documentation for TGB and was having a hard time figuring out how OOP and classes and those things worked in TorqueScript. Someone suggested I try going through the tutorials (the ones that work) again so I started that and am having a clearer understanding. I've also recently been finding a few good TDN articles that explain some things really well. So I'm learning, slowly but surely.
I started working in the Level Builder to try to get a good idea of approximate image size for tilemaps and units and all that. I made a test shot (using graphics from TGB, the Adventure Kit, and a couple skulls from the resource I was working on) to demonstrate it:
The sandy parts on the right and bottom are to help me visualize how much space the GUI will use. I'm not really sure why I put that big rock in there.
I announced Docoto Defense at DonationCoder.com which is the community primarily responsible for my decision behind making the game (Docoto Defense stands for DonationCoder Tower Defense).
Last week I finished the first version of the Design Document for the game. Now that it's all down in one place to read through, I've realized what an ambitious project this is. This is not an ordinary Tower Defense game I'm working on here. I admire that others in the contest have made their design documents publicly available. Mine happens to be on a wiki, so I'm not going to provide public access to it. However, I will be discussing in detail each section of the design document throughout my weekly blogs, so all the information will essentially be available to anyone interested.
A logo is currently being worked on. Here's a concept draft:
The bird is Cody, DonationCoder's mascot.
What I'm working on right now and will write about in this weeks weekly blog is a little toy that just has a creature follow the mouse around the screen. This is to practice coding in TorqueScript and get myself familiar with certain functions and making the graphics update correctly for directional movement, etc.
That's about it for June so far. Here are a few links that might be useful to you:
Docoto Defense Development Blog - Weekly Updates
Entry on MyDreamRPG.com
Announcement on DonationCoder.com
Concept Art Gallery
- Deozaan
In June I started working on compiling an art resource for TGB (for my own prototyping needs) from some freely distributable graphics that were brought to my attention on the GarageGames forums. However, after nearly 1200 lines of code describing the resource and only 1/3 of the creatures done, I decided to postpone the resource and work on things more directly related to Docoto Defense.
Here's an example image of one of the creatures:

I got a little discouraged (again) by the lack of really good documentation for TGB and was having a hard time figuring out how OOP and classes and those things worked in TorqueScript. Someone suggested I try going through the tutorials (the ones that work) again so I started that and am having a clearer understanding. I've also recently been finding a few good TDN articles that explain some things really well. So I'm learning, slowly but surely.
I started working in the Level Builder to try to get a good idea of approximate image size for tilemaps and units and all that. I made a test shot (using graphics from TGB, the Adventure Kit, and a couple skulls from the resource I was working on) to demonstrate it:
The sandy parts on the right and bottom are to help me visualize how much space the GUI will use. I'm not really sure why I put that big rock in there.I announced Docoto Defense at DonationCoder.com which is the community primarily responsible for my decision behind making the game (Docoto Defense stands for DonationCoder Tower Defense).
Last week I finished the first version of the Design Document for the game. Now that it's all down in one place to read through, I've realized what an ambitious project this is. This is not an ordinary Tower Defense game I'm working on here. I admire that others in the contest have made their design documents publicly available. Mine happens to be on a wiki, so I'm not going to provide public access to it. However, I will be discussing in detail each section of the design document throughout my weekly blogs, so all the information will essentially be available to anyone interested.
A logo is currently being worked on. Here's a concept draft:
The bird is Cody, DonationCoder's mascot.What I'm working on right now and will write about in this weeks weekly blog is a little toy that just has a creature follow the mouse around the screen. This is to practice coding in TorqueScript and get myself familiar with certain functions and making the graphics update correctly for directional movement, etc.
That's about it for June so far. Here are a few links that might be useful to you:
Docoto Defense Development Blog - Weekly Updates
Entry on MyDreamRPG.com
Announcement on DonationCoder.com
Concept Art Gallery
- Deozaan
About the author
#3
04/24/2009 (12:12 pm)
Great job on your game! I saw your video demo of the tower that turned toward the bubble within the trigger/collision zone. Would you be willing to share how you did that? I'm trying to do something similar, but am having a difficult time. Thank you for your consideration! 
Torque Owner James Laker (BurNinG)