Orcs vs. Martians
by Geom · 07/10/2007 (8:11 pm) · 25 comments
It's been a while since I've posted about Orcs vs. Martians, and I've got something exciting nearly working, so I figure it's time for an update.
The past six months I've worked on a little of almost everything in this game - useability, gameplay, replays, the hud, graphics, sound effects, animations, networking, out-of-game guis and dialogs, you name it. Probably, the areas I've put the most effort into are the hud and the guis / menus. Although, sometimes it all seems like a blur :) so I'm not really sure.
In contrast to the other stuff, I've only spent a little time on the AI. I'm really looking forward to getting to that in a bigger way, one of the main reasons I wanted to write an RTS was to try some crazy ideas with the AI.
Some current screenshots.


The thing I'm excited about is, I'm close to allowing selection of different tile sets in the game. I think it's cool to see how different the game looks with different terrain textures; it's a pretty dramatic visual effect. And, I've already tried a few different ones -
here's a tile set consisting mostly of textures that came with the Torque 1.3 SDK. I'm not too crazy about this particular set - it's a bit dark, making it hard to see the units, but still it makes for an interesting variant.


Here's a 3rd tile set, consisting mostly of textures from the RTS environment pack. I thought this one came out looking really good. I need to do a little tweaking though like maybe smoothing out the transition from sand to grass.




So much for tile sets. Another new feature is, you can now order a worker to build multiple buildings. Just hold down SHIFT while placing a building, and you can queue up several of them. Very convenient for building a line of towers, since it lets you divert your attention elsewhere while the things are getthing built.
The queued buildings plans show up in the 3-D view as white, translucent buildings. (the green one is the building "cursor")

Another area I've been putting a lot of effort and thought into is the end-of-game gui. I feel it's important that the player have a satisfying end-of-game experience in an RTS, more so than other types of games. OVM's end-game gui now has quite a few stats and graphs (possibly, too many at this point):

The player can even watch a replay of the game right in this gui, while he's still connected to the server. Since players are still connected, they can watch the replay together and use the chat window while watching it. The replay is is sort of a poor-man's version; it's not a full-blown Torque replay, it just shows an enlarged version of the minimap and dots moving around on it.
Back to Torque-ing around. Charge!!

The past six months I've worked on a little of almost everything in this game - useability, gameplay, replays, the hud, graphics, sound effects, animations, networking, out-of-game guis and dialogs, you name it. Probably, the areas I've put the most effort into are the hud and the guis / menus. Although, sometimes it all seems like a blur :) so I'm not really sure.
In contrast to the other stuff, I've only spent a little time on the AI. I'm really looking forward to getting to that in a bigger way, one of the main reasons I wanted to write an RTS was to try some crazy ideas with the AI.
Some current screenshots.


The thing I'm excited about is, I'm close to allowing selection of different tile sets in the game. I think it's cool to see how different the game looks with different terrain textures; it's a pretty dramatic visual effect. And, I've already tried a few different ones -
here's a tile set consisting mostly of textures that came with the Torque 1.3 SDK. I'm not too crazy about this particular set - it's a bit dark, making it hard to see the units, but still it makes for an interesting variant.


Here's a 3rd tile set, consisting mostly of textures from the RTS environment pack. I thought this one came out looking really good. I need to do a little tweaking though like maybe smoothing out the transition from sand to grass.




So much for tile sets. Another new feature is, you can now order a worker to build multiple buildings. Just hold down SHIFT while placing a building, and you can queue up several of them. Very convenient for building a line of towers, since it lets you divert your attention elsewhere while the things are getthing built.
The queued buildings plans show up in the 3-D view as white, translucent buildings. (the green one is the building "cursor")

Another area I've been putting a lot of effort and thought into is the end-of-game gui. I feel it's important that the player have a satisfying end-of-game experience in an RTS, more so than other types of games. OVM's end-game gui now has quite a few stats and graphs (possibly, too many at this point):

The player can even watch a replay of the game right in this gui, while he's still connected to the server. Since players are still connected, they can watch the replay together and use the chat window while watching it. The replay is is sort of a poor-man's version; it's not a full-blown Torque replay, it just shows an enlarged version of the minimap and dots moving around on it.
Back to Torque-ing around. Charge!!

About the author
My email address is my GG handle, at redbrickgames.com.
Recent Blogs
• Orcs vs. Martians - updated video• Orcs vs. Martians November update
• Milestone!
• The Burninating
• Victory flags
#2
Great Job! Very glad to see this coming along.
07/10/2007 (10:48 pm)
AAAa HAHAHAHAhahahaha THAT ROCKS!Great Job! Very glad to see this coming along.
#3
07/10/2007 (11:46 pm)
Looks good.
#4
07/10/2007 (11:55 pm)
Excellent, excellent work. Really, well done!
#5
07/11/2007 (12:33 am)
Love your work! :)
#6
Did you notice the last CS update in the Frogames private forums? Some of the 18 new animations are perfect for your game.
Keep up the good work!
Christophe
07/11/2007 (12:57 am)
Great Geom!Did you notice the last CS update in the Frogames private forums? Some of the 18 new animations are perfect for your game.
Keep up the good work!
Christophe
#7
07/11/2007 (7:05 am)
Nice work - looks like you have put in a lot of effort. It's a great testimonial for the RTS pack - now I want to buy one too!
#8
Good work - looks like you've done a lot of it.
07/11/2007 (9:02 am)
Glad to see someone making good use of the RTS.Good work - looks like you've done a lot of it.
#9
07/11/2007 (11:36 am)
Looks great!
#10
(I won't mention how long I've gone without income :-P )
Christophe, looking forward to integrating those animations! They do look like what I need. The CS in general has been pretty much perfect for this project.
07/11/2007 (1:51 pm)
Thanks for the comments! Well, here's to hoping that potential customers are going to like it too...(I won't mention how long I've gone without income :-P )
Christophe, looking forward to integrating those animations! They do look like what I need. The CS in general has been pretty much perfect for this project.
#11
07/11/2007 (2:19 pm)
Very nice progress on that, I like the tranlucent building showing what's going to be built, and being a huge rts fan I agree with you on the end game stats. I love detailed ones where I can compare my side to everyone else on many levels.
#12
07/11/2007 (3:58 pm)
So any chance we could try a tech demo?
#13
Edit: the only thing I ask is that you provide feedback within a couple of weeks of the beta release.
07/11/2007 (10:12 pm)
Funny you should ask that... want to be a beta tester? :)Edit: the only thing I ask is that you provide feedback within a couple of weeks of the beta release.
#14
I see now the tabs you were talking about, really look great. Can be skinned?
07/12/2007 (6:41 am)
Incredible amount of work man. Good to see your progress (Im suscribed to your home page anyway :D )I see now the tabs you were talking about, really look great. Can be skinned?
#15
Yeah I really needed a tabbed control for this game. I use it in 3 places already . Twice in the end gui and once in the options dialog.
07/12/2007 (12:39 pm)
Can't be skinned yet, but I want to add that. Like, allow the user to specify custom bitmaps for the tabs if he wants.Yeah I really needed a tabbed control for this game. I use it in 3 places already . Twice in the end gui and once in the options dialog.
#16
07/12/2007 (6:25 pm)
Well with skin capacity it will gain fantastic mod-potenciallity (im thinking Starcraft-like end-game gui) :D
#17
10/11/2007 (8:39 am)
AWESOME WORK! tech demo?
#18
10/11/2007 (2:20 pm)
Thanks! not yet, but I'm planning a public test release at some point.
#19
10/11/2007 (3:25 pm)
@Geom - sorry came back to this a bit late - yes I would be happy to beta test for you.
#20
10/23/2007 (7:44 pm)
Watching out for that public test release... Looks good. 
Associate Chip Lambert
Crusader Games