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Stay on Target

by Netwyrm · 08/09/2016 (3:50 pm) · 11 comments

www.worldofantra.com/resources/pictures/splash_gcs/ggblog9/GRAY_SPECTACLE_SHOT900.pngI'm working up a new gallery, so I thought I would share a couple of the latest screenshots from World of Antra, with another generation of textures after hammering them out on the forge of art.
www.worldofantra.com/resources/pictures/splash_gcs/ggblog9/BLUE_SPECTACLE_SHOT900.pngTorque sure looks nice when you feed better assets into it!

The game systems are all in, off-paper and into reality. In theory, the "game"--whatever that ephemeral chimera is--is all snapped together, with enhancement slotting, charged items, and much more being in place now. That's not a promise it all works smoothly, mind you, but the pieces are all in. I'm aware of a couple of gaping issues, but for unknowns grindy grindy testing will show what works and what doesn't, because now comes the Data Time... all the systems assembled with such loving care (and buckets of skullsweat) have to be filled up with stuff to make them interesting to players.

I've been spending more and more time on quests for about five weeks now, learning to use the game platform to tell stories. I can report I'm up to 52 of them now, although most of them are pretty primitive, with fetch quests and patrol quests predominating.

Writing these first few has allowed me to figure out how to mark the map, apply and remove public quests, and experience the wonder that is trying to communicate an idea through mob dialog given one line of less than 130 characters to do it with.

And setting up the levels with custom glue needed to support each story has taken a bit of time, just to learn how--an apple quest needs apples, so apples need to be added so the player can find them, which means setting up triggers and data entry. It goes faster and faster, though, with a little practice, and each technique can be picked up and used again in the next story.

The problem of how to communicate what the player needs to do as quickly as possible through very limited channels has been a very interesting one to have to face and think about. This is probably where I can improve the most in my development work--putting on clean eyeballs and trying to look at it as though you knew nothing about the game is really really hard to do.

More advanced quests, stringing together primitive types, is where the action will be soon. I will say its more fun than any part of it so far, largely because every quest works out the problem of a different story, and so it's not like having to open up the inventory buffers for debugging again.

The best part? As the game systems are technically complete, testing becomes more like playing. Sure you have to stop and add some more data or give an NPC another dialog response, which makes it far from smooth right now, but it feels almost tangibly real.

I'm still sitting on my Torque shirt in its plastic wrap. Perhaps I'll wear it soon.

About the author

My adventures in T3D are chronicled at http://www.worldofantra.com. Please be aware the subject is sword-and-sorcery, and the occasional bloody or bare body part may be in scope.


#1
08/09/2016 (5:40 pm)
That looks like a couple of big old environments.
Nothing wrong with fetch quests, how else can you get a magic helmet? ;)

Also remember forums.torque3d.org/ has a blog and showoff section.

#2
08/10/2016 (11:48 am)
Looking good.

Only real critique I have for the screens at the moment is I'd recommend doing something to help break up the flatness of the walls and stuff, but otherwise it's looking pretty good!
#3
08/10/2016 (9:25 pm)
oh! nice! how can we play this game?
#4
08/12/2016 (7:38 am)
@Steve Acaster--Fetch quests multiply like tribbles. Once the pattern is worked out for the scripting, they are easy to reimplement. Soon they'll be everywhere.

I'll have to read through that site, thank you for suggesting the link.

@Jeff Raab--I agree. I am often stymied by what is appropriate, so it is slow going. I seem to be Vitamin B-aroque deficient--coming up with visually interesting "stuff" to break up the large amount of vertical lines mostly leaves me staring blankly at the canvas. I've been experimenting with decals lately in an effort to overcome the large expanses of nothing.

@johxz--the website for the game at worldofantra.com always has the most up-to-date info.
#5
08/15/2016 (6:12 pm)
Good work! Keep it up!
#6
08/31/2016 (9:09 pm)
Good work! Nice Work!
I'm looking forward Play it!!
#7
10/01/2016 (8:42 am)
@netwyrm what happen with the game? the page is offline..
#8
10/01/2016 (9:20 am)
Hi johxz,

I am seeing traffic in the server logs, so if you are having trouble it is likely you have been caught in a filter or firewall update (not necessarily even one of ours).

In order to look at that, I need to know where you are coming in from, meaning the network from which your traffic egresses.

If you don't want to post that here, you can email it to the Support address at canopicgames.com, with appropriate symbol replacement.

Even your geographic location would help (it's not in your profile here); the network block is preferred but at least then I can look at denied incoming at about 8:30-8:45 this morning and narrow it down--I'm guessing you're coming in from LACNIC glancing at the log for that time range?


#9
10/01/2016 (10:25 am)
Ah, I forgot... it's also ICANN (gotoheckinahandbasket) day (https://www.icann.org/).

I can't really see that happening without any errors, so it may be a DNS issue that has nothing to do with either of our endpoints.

So yeah, send me your location and/or network at support [symbolthing] canopicgames.com so I can check, but it could also be an error in your local DNS updating its records, too, today. Lemme know.

#10
10/02/2016 (8:19 am)
Hey thanks @Netwyrm Now I even I can see the pic is this blog and I can access to you site.... I already sent you an email.
#11
10/02/2016 (10:15 am)
Hi johxz,

Glad to hear it is working for you now. Goal is always to keep things up, available, and safe for our players.

Thanks for the email!