Game Development Community

dev|Pro Game Development Curriculum

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
Page«First 1 2 3 Next»
#41
06/18/2007 (12:25 am)
@Martin... Does those player Icons in the Minimap rotate? Or is it just to indicate higher and lower?
#42
06/18/2007 (2:42 am)
Stock radar resource - indicates higher and lower.
#43
06/18/2007 (6:55 pm)
I have a couple more questions. How much will it cost? Also will how many different ai bot models will there be in the release? Trying to have a different ai bot model than the player model is the most difficult thing for me in either TGE or TGEA. I have one last question. Will you be able to have space combat ship controls and physics? Perhaps either in an update or this release you should include a space combat mission if that is at all possible in TGEA or TGE.
#44
06/18/2007 (10:28 pm)
@Snowhill: Trying to answer all your questions. Here we go :-)

1) I'm targeting 30 US$ for the pack.

2) Do you mean how many different space ship models will be in? 1x the "Scout" ship (that grey little ship) and 1x the "Repairship" (the big blue mothership thingie). But I can already tell you that the artist Maxim Lyulyukin has created already the first new space ships which could be directly used with the FGE. I'm putting at the end of the blog some screenshots of the first ship from Max.

3) Do you mean a mission that takes place in space? I made a space level, but removed it then from the pack. The "problem" is that you never get rid of the fog in TGE. So, if you want to make a space shooter game, you need to patch the engine and remove the fog. So in general yes, would be possible, but no, it's not included (yet).

4) No, no special space combat physics. Btw: what do you mean by space combat physics? :-) It's just plain the vehicle physics from stock Torque, nothing special.

Hope I answered your questions. If not, don't hestitate to ask.

Space ship from Max
www.decane.net/gg/fge/max1.jpg
www.decane.net/gg/fge/max2.jpg
www.decane.net/gg/fge/max3.jpg
#45
06/19/2007 (5:38 pm)
Is there a place we can poke the GG beaver with a stick to get this thing on the market? I'd love to get started playing with this:)
#46
06/19/2007 (8:29 pm)
Martin you said that it would be hard to have a space mission in tge because you cant remove the fog. I know of a good way to bypass that problem.First try setting the fog distance way past the camera view range say something like 100000. You could also try setting the fog color to black since space is black it wouldn't make much difference.
#47
06/19/2007 (8:41 pm)
yeah I was thinking about that all of the ol space shooters used the second method. and had it way out there. I remember a PS1 game called G-Police that used that method

Man this is a little like waiting on christmas. :)
#48
06/20/2007 (1:09 am)
@Steve: Hehe, no, I poked them already enough... :-) If all goes well like now it's only a matter of days until release. The majority of issues have been cleared.

@Snowhill: Sounds good. I haven't spend sooo much time into it. After making the fog to black it looked weired because the upper half had the stars background of the sky and the lower part was black without stars because of the black fog. Didn't try that with the view range. Sounds promising. I would be glad if you find a way to get it working. If you like, we could add it then to the FGE docs for the 1.1 version.

@James: Soon it's christmas. After all the month of work I put in it makes me happy you're waiting on this. :-)
#49
06/20/2007 (12:28 pm)
Good news!

All legal/licensing issues are cleared! Got the go from GG. FGE is going to be released tomorrow!
#50
06/20/2007 (1:00 pm)
Sweet I will pick it up then!!!!
#51
06/21/2007 (7:22 am)
It's out!!! See the blog here.
#52
06/21/2007 (7:22 am)
where oh where my credit card is about to burst into flames!
Page«First 1 2 3 Next»