Plan for Stephen Clark
by Stephen Clark · 02/05/2003 (2:59 pm) · 1 comments
My first project will be a simple game loosely based on Bomberman 64. This game will focus mainly on gameplay with "chaos" being the theme. This will be my training project to learn the Torque engine and game dynamics. Levels will be about 1/3-1/4 the size of the average Tribes2 level and will be mostly outdoor.
Being a professional programmer for a couple of years and knowing people in the game development industry (Kirkland, WA used to be my home town) has given me some insight into what sort of things to include and exclude in my game to make this a quick release. I belive that games these days focus way too much on flashy graphics and that the "fun factor" is largely ignored. I love games that have a few simple rules which then combine to create complex behavior. I want to make this game to mainly train myself on the Torque engine and hopefully get my name out there.
Some of my gaming infulences are: Lolo, Hertzog, Wizard (C64), PowerStone, Bomberman, Tribes2, Tetris Attacks, Nox, and Deus Ex.
Being a professional programmer for a couple of years and knowing people in the game development industry (Kirkland, WA used to be my home town) has given me some insight into what sort of things to include and exclude in my game to make this a quick release. I belive that games these days focus way too much on flashy graphics and that the "fun factor" is largely ignored. I love games that have a few simple rules which then combine to create complex behavior. I want to make this game to mainly train myself on the Torque engine and hopefully get my name out there.
Some of my gaming infulences are: Lolo, Hertzog, Wizard (C64), PowerStone, Bomberman, Tribes2, Tetris Attacks, Nox, and Deus Ex.

Torque Owner Stephen Clark
The new working title is "BASTARDS"
This is what is done so far:
Conceptual:
1. Concept Artwork for chars, items
2. Overall game dynamics
Implemented:
1. Advanced Graphics Options
2. 3rd Person crosshairs
3. Destructible Items that spawn powerups
4. A basic bomb-launcher weapon
5. AI (new HEAD AIPlayer) that roams in packs until the player is seen and does a pretty good job of killing w/o being killed. Has senses for vision/hearing.
6. FXFoliage that looks pretty good
7. Some ambient items for use w/ FXReplicator
8. PowerUps
9. jetpack (prob wont use)
10. Other random crap I cant remember now...
Near Future:
1. AI gets items
2. AI will avoid unexploded bombs
3. Explosion animation cycles for destructible items
4. A new lupine-ish player character
5. Adding "dodging" moves to player/AI
Later:
1. Add "flash and pizzaz"-
2. Get my gf to add in sounds
3. Overhaul UI to reflect game's feel
4. Bug testing
5. MacOS and Linux builds/testing
6. Internet play testing
7. AI randomness (state machine prob)
Some screenshots will be published in the next 3 weeks or so.