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FGE/FSK now feature complete!

by Martin Schultz · 05/24/2007 (10:57 am) · 52 comments

(Continued from my previous blog)

Just wanted to give a quick update on the "Flight Game Example" (FGE) - it's now feature complete! Latest additions have been that it supports now 3 different game modes like seen on the start game screen:

www.decane.net/gg/fge/fge_multigametypes.jpg
I made also a quick video showing the team deathmatch mode where bots with different team skins fight each other:

Team Deathmatch game mode (~23.1 MByte)

Furthermore it has now support for homing missiles! Those sidewinders were done by altering the existing projectile class a bit and it gives a great addition to the game. Please see a video of the homing missile in action here:

Homing Missiles video (~7.4 MByte)

Also the repairships are in now. Those are huuuge kind of motherships flying in circles around on the map and if players fly right behind them, a particle stream is started with "nano repair bots". Well, in short those particles make the effect they heal the ship flying behind and it is a pretty nice visual I think. Technically it's a trigger beeing sync'ed with the repairship. Please see a video here:

Ship getting healed by repairship (~23.4 MByte)

So, next steps are to make beside the TGE 1.4.2 version also a TGE 1.5.2 version and one for TGEA + some cleanups and an installer package. Furthermore I need to clarify some things with GG and after that all, the pack will be ready for you guys. Hope you will like it. :-)

Martin
#21
05/26/2007 (11:41 am)
Will sell the FGE. I'm targeting a price between 20 and 25 US$. Do you think that would be a fair price?
#22
05/26/2007 (11:58 am)
@Martin - I think that's a little too low.

Consider the Adventure [Starter] Kit is a $40. We do have alot of art which is a good part of the value, but you have a pretty feature filled starter there as well.

The thing i always keep in mind is that you can always reduce the price and developers we tend to under value our work. And always consider how much time your saving someone. Say to yourself "If someone re-created this how much time (aka money) would it take?".

I don't know about everyone else, but i don't think i could create this kit for $25.
#23
05/26/2007 (12:11 pm)
Thanks for the answer Tom, good point. I never thought of that how much it would other take to create it. I think I won't charge 40$ or more as this is "too much", but maybe 35$ may also be fine. Compared to the Adventure Kit I don't have so much graphics inside.

And I don't want to make it too expensive so that nobody buys it at the end of the day. But well, I don't have much experience what is "much" and what "ok" for packs and stuff. Could only try to compare it to other packs in the GG store just like you did. Maybe you're right and 20/25 is too less. Hard to say :-)
#24
05/27/2007 (6:57 am)
Hey Tom, I got sidetracked by your idea and tested a bit. See here a video of the "Tom Spilman Rocket Cam". :-)
It has interpolation issues and stuff, so I'm not sure if it makes it into the 1.0 version, but definately something I want to have in later. Like it :-)
#25
05/28/2007 (11:10 am)
That is freaking too cool!

It's always good to add some features after shipping your pack... this looks a great bonus feature.
#26
05/29/2007 (9:52 am)
Charge like they do for casual games. They have found the sweet spot for what people want.

Perhaps release 1.0 for free, (you will discover the maximum number of interested parties), then for upgrades charge as they do for casual games.

Either way you won't get rich, but you will get known and appreciated!

I already put you on the top of the heap and I haven't got my hands on the code yet!

Keep up the great work -you really will help a lot of people accelerate their knowledge, and that is what these forums are all about.


Rick
#27
06/07/2007 (11:30 am)
So when is this comming out then? I will buy it right now!

and this will be sold as a starter pack right??? we are allowed to do whatever we want with it modify it and use it for our games right?
#28
06/07/2007 (11:43 am)
As long as you dont make any space games, like me :-P
#29
06/07/2007 (11:50 am)
Thanks, James, will appreciate you as customer! :-)

The FGE is completed. Documentation is complete, examples running, last freeze bug found, everything in place. I'm waiting still for an answer from GG regarding some license issues that need to be cleared. So keep your credit card ready, FGE will be out very very soon!

To answer your second question: Yes, you can modify it, use it as base for your own stuff, make an unlimited amount of games out of it, use it commercially, make whatever you want with it. Also no need to pay royalties to me. The only thing not allowed is to resell the FGE itself or parts of it as own product, but I think this is self-evident, isn't it? I just want to make sure I'm earning some bucks through selling the FGE and you guys get all rights to use it commercially in your products/games.

Due to the license of TGE commercial I'm not allowed to name it starter kit, so it'll be called the flight game example.
#30
06/07/2007 (11:51 am)
Edit: LOL, meant James Brad Barnette in my reply. Burning just came in in the moment I was writing! :-)
#31
06/07/2007 (1:11 pm)
AWSOME well I look forward to it. I have my credit card ready!!!!
#32
06/07/2007 (1:13 pm)
For anyone who is interested: I made a screenshot of the documentation coming with the FGE for you to see what you will get. I blurred the parts that are only for the ones that bought the FGE, but I thought it might give you an idea what you get.

Download the screenshot here (1.1 MByte).
But beware, it's a huuuuge screenshot! :-)

P.S. The screenshot was made using a screenshot HTML tool. Does not render the HTML so perfect as it would be when viewing with Firefox or IE, but to get an idea it's ok.
#33
06/07/2007 (1:37 pm)
cool look like you spent a lot of time documenting your work. Great job man!
#34
06/14/2007 (7:59 pm)
When is the release date already?!! I cant wait!
#35
06/14/2007 (9:56 pm)
@Snowhill06: Thanks for your interest, but honestly I don't know it yet. Because it is an (TGE) engine derived product it can only be published by GG (TGE EULA restriction). They're testing it currently if it has potential for the GG content store. As soon I know it I'll let you know it immediately. Hope myself it's soon too! :-)
#36
06/17/2007 (8:47 am)
thats looks nice..

i suppose this has a base a modified torque source code base... like the rts kit.. is this right ??

Cheers!
#37
06/17/2007 (8:55 am)
Do you mean C++ source code base?

It has only 2 additional C++ classes for the AI flight stuff and a set of changes to the original source code, but not very many. The rest is pure Torque Script (I used the starter.fps as base and evolved from that).
#38
06/17/2007 (5:13 pm)
any update on release?
#39
06/17/2007 (7:06 pm)
will it also be for the TGEA?
#40
06/17/2007 (9:35 pm)
@James:
It's still at GG to be checked - no news so far from there.

@Snowhill:
Yes, TGE and TGEA support. Even the Mac is supported with TGE 1.4.2. Here are some screenshots from the TGEA version:
www.decane.net/gg/fge/tgea1.jpg
www.decane.net/gg/fge/tgea2.jpg
www.decane.net/gg/fge/tgea3.jpg
www.decane.net/gg/fge/tgea4.jpg