[One 12] Month 5
by Brian Mayberry · 06/02/2011 (10:51 pm) · 6 comments
Oh crap, next month is the half-way point!
Lets take a look at the features and assets we already have, shall we?
Most of these are isolated in a stock "AI and Weapons" build. It is a clean and efficient way to build and test these features. Keeping it separate from the 3DAAK build allows me to test at a base level, and make them bug free from a standard setting. (If it breaks in 3DAAK, I know it's the kit, and have a better idea on where to start fixing)
Weapons
Sword that belongs in a museum.
Old-Timer's Machine Gun (M1A1)
Bond's Pistol (WP99 inspired)
Sniper Rifle (WW2 era Eastern European inspired)
TNT (Basically works like a grenade)
Non Weapons
Glow Sticks (Needs a re-factor, currently works like a grenade)
Wooden Torch
Flashlight
Player and AI
Player Concept Art and Modeled Helmet
Bear Programmer Art and "Bear Claw" weapon. Fully Operational

Yes, the bear has a sword on his head.
World
Arrow Traps. (Think Indiana Jones / Tomb Raider arrows that launch when you touch the "light" or pressure plate)
Now lets break from features for a moment (all out!) and discuss the art direction! 99% hand painted! One might ask, "Why go this direction when you have a top of the line next-gen differed rendering engine? Isn't that just silly? Shouldn't you strive to make Crysis look old school? You're going to need more brown, yo!"
Very good points, but ultimately invalid in the face of 1) I have a very limited production time frame 2) Photo-Real has limited shelf-life and finally 3) The less fun the game looks, the less fun the game will feel.
Also, Torque3D is (not) surprisingly well adapt at rendering painted textures! Take a look for yourself:

Character Teaser.
As you can see, I've been painting and modeling like mad this month, trying to get back up to speed. I have the beginnings of a nice temple feature testing grounds in the 3DAAK side. Given another month of feature building and integration, I'll be in a really solid spot to start in earnest with the world building. After that will come the first public Alpha release, and If things go well, this should happen on month 6 or 7.
Would-Be-Nice Features
Items
Jetpack - Allows you to hover briefly to more or less "long jump"
Grapple Hook - Just like Link's hook-shot.
Remote Controlled Car (bomb? spying? Cool Racing mode? Because I can!?)

Ultra Low Poly NDS Specs, FTW!
Multiplayer
Capture the Relic
Co-Op Dungeon/Temple Crawling
Overworld Bear Survival Challenge (Lots of bears here, better drink my own pee!)
Well, that's all I've got for now. I'll be back with some footage in a week or two, too excited to test drive the new T3D 1.1 Final to be bothered with the capturing and uploading process this week! ;)
Lets take a look at the features and assets we already have, shall we?
Most of these are isolated in a stock "AI and Weapons" build. It is a clean and efficient way to build and test these features. Keeping it separate from the 3DAAK build allows me to test at a base level, and make them bug free from a standard setting. (If it breaks in 3DAAK, I know it's the kit, and have a better idea on where to start fixing)
Weapons
Sword that belongs in a museum.
Old-Timer's Machine Gun (M1A1)
Bond's Pistol (WP99 inspired)
Sniper Rifle (WW2 era Eastern European inspired)
TNT (Basically works like a grenade)
Non Weapons
Glow Sticks (Needs a re-factor, currently works like a grenade)
Wooden Torch
Flashlight
Player and AI
Player Concept Art and Modeled Helmet
Bear Programmer Art and "Bear Claw" weapon. Fully Operational

Yes, the bear has a sword on his head.
Arrow Traps. (Think Indiana Jones / Tomb Raider arrows that launch when you touch the "light" or pressure plate)
Now lets break from features for a moment (all out!) and discuss the art direction! 99% hand painted! One might ask, "Why go this direction when you have a top of the line next-gen differed rendering engine? Isn't that just silly? Shouldn't you strive to make Crysis look old school? You're going to need more brown, yo!"
Very good points, but ultimately invalid in the face of 1) I have a very limited production time frame 2) Photo-Real has limited shelf-life and finally 3) The less fun the game looks, the less fun the game will feel.
Also, Torque3D is (not) surprisingly well adapt at rendering painted textures! Take a look for yourself:

Character Teaser.
Would-Be-Nice Features
Items
Jetpack - Allows you to hover briefly to more or less "long jump"
Grapple Hook - Just like Link's hook-shot.
Remote Controlled Car (bomb? spying? Cool Racing mode? Because I can!?)

Ultra Low Poly NDS Specs, FTW!
Capture the Relic
Co-Op Dungeon/Temple Crawling
Overworld Bear Survival Challenge (Lots of bears here, better drink my own pee!)
Well, that's all I've got for now. I'll be back with some footage in a week or two, too excited to test drive the new T3D 1.1 Final to be bothered with the capturing and uploading process this week! ;)
About the author
Cinematic Designer at Trion, currently working on the MMO side of Defiance.
Recent Blogs
• [One 12] Month 8• [One 12] Month 6
• [One 12] Month 4
• [One 12] Month 3
• [One 12] Month 2
#2
06/03/2011 (6:15 am)
Quote:Reminded me of this joke on Penny Arcade (caution swearing)
and discuss the art direction! 99% hand painted!
Quote:I fell off my chair laughing ...
Overworld Bear Survival Challenge (Lots of bears here, better drink my own pee!)
#6
(Sorry, couldn't resist...)
06/07/2011 (11:33 am)
Always a great thing to see a citizen exercising his constitutional right to arm bears!(Sorry, couldn't resist...)

Torque 3D Owner Tuomas Kaukoranta
The items seem pretty awesome, especially an RC car bomb would be great in multiplayer DM!