Long Overdue Blog (Screenshots/Video)
by Max Thomas · 09/16/2008 (8:29 am) · 12 comments
Hey Guys,
Looks like I've had Torque for nearly 5 years now, and haven't posted a single blog.. I'd call that slightly overdue. I originally started out with TGE with the common misconception that I was going to create one of the next big games.. 3 years later and I had only succeeded in creating 50 some mini games with no real direction, yet learned my fare share about the engine. I finally decided that indie game development wasn't one of my skill sets, moved to NYC and took up a job in advertising. Just two months ago I came back to Torque and said "Screw it, I'm going to finish something and get it out there." So here I am, with a game nearing completion, just lacking a few finishing touches, a name, and a player model that doesn't look like he belongs in some other game killing hobbits.
Well, I know farewell that if I Just posted this I would be shunned from the community.. So, Screenshots and Video:


Here's the album link for a few more shots, I figured it would just be cruel to post them all up here with the large file size.
s218.photobucket.com/albums/cc32/badsnax/
Well, feedback is greatly appreciated! I'm still looking for a few more weapons, and anything else to spice up gameplay, so if you have ideas or suggestions fire away!
-Max Thomas
Looks like I've had Torque for nearly 5 years now, and haven't posted a single blog.. I'd call that slightly overdue. I originally started out with TGE with the common misconception that I was going to create one of the next big games.. 3 years later and I had only succeeded in creating 50 some mini games with no real direction, yet learned my fare share about the engine. I finally decided that indie game development wasn't one of my skill sets, moved to NYC and took up a job in advertising. Just two months ago I came back to Torque and said "Screw it, I'm going to finish something and get it out there." So here I am, with a game nearing completion, just lacking a few finishing touches, a name, and a player model that doesn't look like he belongs in some other game killing hobbits.
Well, I know farewell that if I Just posted this I would be shunned from the community.. So, Screenshots and Video:


Here's the album link for a few more shots, I figured it would just be cruel to post them all up here with the large file size.
s218.photobucket.com/albums/cc32/badsnax/
Well, feedback is greatly appreciated! I'm still looking for a few more weapons, and anything else to spice up gameplay, so if you have ideas or suggestions fire away!
-Max Thomas
#2
09/16/2008 (8:45 am)
Nice pistol model and great hands!
#3
09/16/2008 (10:33 am)
Inspired by Halo a bit? Looks great, especially that pistol.
#4
09/16/2008 (3:43 pm)
Looks great Max! Pistol is my favorite.
#5
As a certified firearms instructor I have to give you some tips to make shooting that a little more realistic, I know its just a game, but I like realism.
That gun has a suppressor on the front. The flames/smoke should come out the side of the gun a little. Also, you have nice detail on the slide release and lock mechanism, but he is holding the gun wrong. The thumb should be pointing down the muzzle directly under the slide, possibly resting near the slide lock. Where you point your thumb, therefore your gun shall go.
Also, that looks like a 45 single action, 1911 variant? Which means when you run out of ammo, you need to chamber another round and cock the hammer, so another animation for that would be nice. Also, if its a 45 you won't get 20 rounds before reloading maybe 10 max with an extender clip.
And last, move the gun more in front of the camera and pointing more or less straight out, possible a little less angled for game effect. Right now I would have a hard time playing that game as I would try to aim from the sights not the recticle you have drawn.
I notice the casings are falling in the opposite direction that you are moving. Interesting, they should generally fall to the left, but could be left forward, left high, left behind but generally not to the right or straight forward.
Otherwise looks great....
09/16/2008 (7:39 pm)
Nice Pistol, can't make out the model though. I have been lurking on these forums for years and have recently decided to be more active. So here are my comments.As a certified firearms instructor I have to give you some tips to make shooting that a little more realistic, I know its just a game, but I like realism.
That gun has a suppressor on the front. The flames/smoke should come out the side of the gun a little. Also, you have nice detail on the slide release and lock mechanism, but he is holding the gun wrong. The thumb should be pointing down the muzzle directly under the slide, possibly resting near the slide lock. Where you point your thumb, therefore your gun shall go.
Also, that looks like a 45 single action, 1911 variant? Which means when you run out of ammo, you need to chamber another round and cock the hammer, so another animation for that would be nice. Also, if its a 45 you won't get 20 rounds before reloading maybe 10 max with an extender clip.
And last, move the gun more in front of the camera and pointing more or less straight out, possible a little less angled for game effect. Right now I would have a hard time playing that game as I would try to aim from the sights not the recticle you have drawn.
I notice the casings are falling in the opposite direction that you are moving. Interesting, they should generally fall to the left, but could be left forward, left high, left behind but generally not to the right or straight forward.
Otherwise looks great....
#6
Awesome feedback!
09/16/2008 (8:40 pm)
My fellow Torque developers, people like Randy are the ones you want on your creative team! Yeah, you have Google and Wikipedia at your disposal...but you cannot top first hand knowledge and design you get from specialist such as Randy. Game play, weapon systems, and asset generation can benefit from that kind of advice.Awesome feedback!
#7
Tom: Actually not too much inspired by halo, even though the current map looks quite Blood Gultch'esque. The gameplay feels a lot more like Half Life 2 Deathmatch, with a touch of Tribes.
Randy: I must agree with Michael, excellent feedback. I've been an avid firearm user for years also, and must agree that the skewed realism can be slightly distracting sometimes. The gun is actually modeled off of the H&K USP, with a custom end piece strictly to switch things up a little from the norm. If I remember correctly the USP comes in the double, and single action setups. The hand positioning also drives me crazy, not only the thumb not being strait, but single handed shooting.. Not realistic, or practical by any means, but just turned out to look best on screen for me. I went back and forth between using the recticle and iron sights, but found that after a few play testers, the simple recticle was preferred. As to the 20 round clip... It's exaggerated by far, but anything less and I found the players would get agitated with the high fire rate and constant reloading... Sadly in the end I decided to change out realism with playability.
Apart from that though, anything that you think would be a neat feature or weapon guys? At the moment I feel as though the game has bare minimum.. A friend of mine said that different types of deployable mines could be fun, and I've been toying with the idea of a sort of portal/warp gun.. Suggestions?
09/16/2008 (10:00 pm)
Hey, Thanks for the feedback guys!Tom: Actually not too much inspired by halo, even though the current map looks quite Blood Gultch'esque. The gameplay feels a lot more like Half Life 2 Deathmatch, with a touch of Tribes.
Randy: I must agree with Michael, excellent feedback. I've been an avid firearm user for years also, and must agree that the skewed realism can be slightly distracting sometimes. The gun is actually modeled off of the H&K USP, with a custom end piece strictly to switch things up a little from the norm. If I remember correctly the USP comes in the double, and single action setups. The hand positioning also drives me crazy, not only the thumb not being strait, but single handed shooting.. Not realistic, or practical by any means, but just turned out to look best on screen for me. I went back and forth between using the recticle and iron sights, but found that after a few play testers, the simple recticle was preferred. As to the 20 round clip... It's exaggerated by far, but anything less and I found the players would get agitated with the high fire rate and constant reloading... Sadly in the end I decided to change out realism with playability.
Apart from that though, anything that you think would be a neat feature or weapon guys? At the moment I feel as though the game has bare minimum.. A friend of mine said that different types of deployable mines could be fun, and I've been toying with the idea of a sort of portal/warp gun.. Suggestions?
#8
09/17/2008 (1:19 am)
So COOL I like you demo very much....
#9
The orcs seem to respawn at a quick pace. Did I see that correctly? If so, you might want to make their respawn time a little longer. If you can't win, it's no fun. If you win too fast, it's no fun.
Cant wait till you release this. Sorry I cant offer any other advice for gameplay.
09/17/2008 (7:09 pm)
This is going to be an awesome fun game to play. Your terrain is fantastic. The orcs seem to respawn at a quick pace. Did I see that correctly? If so, you might want to make their respawn time a little longer. If you can't win, it's no fun. If you win too fast, it's no fun.
Cant wait till you release this. Sorry I cant offer any other advice for gameplay.
#10
09/17/2008 (7:33 pm)
Nice work, nice mix of cs style weapons with jetpacks :D
#11
A modified H&K Expert in .40 S&W holds 16 rounds. I can buy that:)
Balancing realism and gameplay can be hard, what you have is good for the type gameplay.
For new weapons? What about a guided rocket? Got any landmines in the work?
Need some structures to hide in and get away. In a way watching that video brught back memories of DukeNukem...:)
09/17/2008 (9:17 pm)
Hey Max,A modified H&K Expert in .40 S&W holds 16 rounds. I can buy that:)
Balancing realism and gameplay can be hard, what you have is good for the type gameplay.
For new weapons? What about a guided rocket? Got any landmines in the work?
Need some structures to hide in and get away. In a way watching that video brught back memories of DukeNukem...:)
#12
06/22/2011 (5:37 am)
how can downlad tue game ï¼where adders 
Community Manager Michael Perry
ZombieShortbus
Buen trabajo!