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Plan for Josh Ritter

by Prairie Games · 03/25/2005 (10:00 am) · 48 comments

Minions of Mirth has hit alpha...

The answer to:

Quote:"Can Torque be used to make a massively multiplayer, LAN multiplayer, massively single player, persistent world RPG???"

is:

www.prairiegames.com/mom_gui.png

There is light at the end of the tunnel,
-Josh Ritter
Technical Director
Prairie Games
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#1
03/23/2005 (7:39 am)
Wow!

That's an awful lot of stuff to feast my eyes upon. I'm trying to resist the desperate urge to click those buttons and drag those sliders.

Awesome work Josh, I wish you nothing but success.

- Melv.
#2
03/23/2005 (7:42 am)
Woah! Josh, are you using Torque for this, or TNL + Prairie Engine?

Regardless, HUGE Conga-rats, man! I've been rooting for you for a long time with this!
#3
03/23/2005 (7:46 am)
Holy GUI, Batman! That looks amazing, no doubt about it. Kudos.
#4
03/23/2005 (7:51 am)
Awesome. I see you have been busy since your last update ;)
#5
03/23/2005 (8:13 am)
Hmm, Josh, you're going to elaborate on coming back to TGE ?
I'm interested in your views on the topic :)
And congrats, of course
Keep on Torquin', rebel warrior !!
#6
03/23/2005 (8:15 am)
I can only say that I am impressed.

Well done.

Can't wait to try it out in a demo or something.

Cheers!
#7
03/23/2005 (8:26 am)
Mount Zharim around lunch time... this is a massive zone to walk around in without Boots of the Cheetah... the sky is very dynamic using up to 6 independent cloud layers based on weather conditions, there are stars at night, precipitation is based on the climate of the zone, there is snow, rain, and sandstorms... precipitation has varying degrees so it can be light sprinkle or a tremendous rainstorm!!! There's also lightning which illuminates the level properly... and of course day/night cycles ...

There is also more detail as you get closer to things... much of the levels detail is detailed out in this shot.

What you can't see in this picture are the vendors, quest mobs, wandering mobs, static spawns, envirornmental action triggers, zone triggers, etc... they are there... and they were all laid out with the Torque Mission Editor... You also can't see the dwarven ruins which are on the backside of the mountain... I think you need a special key to get into them... oh no!!!!

www.prairiegames.com/mom_alpha1.png
#8
03/23/2005 (8:28 am)
Transparent window? How do you do that? Anyway, it's very cool!
#9
03/23/2005 (8:28 am)
Wow. Breath takingly good work Josh. This is the best example I've seen of Torque really being pushed to its limits and testing its power. Damn good work man.
#10
03/23/2005 (8:30 am)
Thanks, you haven't seen the cities though :)
#11
03/23/2005 (8:34 am)
Great work josh, great work... So you moved from Q2 to Torque in the end?
#12
03/23/2005 (8:42 am)
Briefly, on the whole engine fiasco MoM has endured...

I worked my buttocks off making Quake2 do what that version of MoM did... b-u-t-t-o-c-k-s... it still had a debugging cycle... then, Quake3 was announced to be GPL... Quake3 was an obvious choice....

Quake3 was working very well and looked great... then, the GPL license was delayed with no timeframe for it's release... MoM would be in limbo until this...

We started using Torque on January 17th, or so... it's been a very busy 2 months and Torque has performed like a champ... the rpg system is quite modular, and written in Python which made moving engines feasible...

-Josh
#13
03/23/2005 (8:52 am)
Wow Josh 2 months. Amazing job.
#14
03/23/2005 (8:55 am)
Simply brilliant.
#15
03/23/2005 (8:56 am)
YES!!! success is the word!! where do I BUY this!!! heh I am Glad you came back to Torque too JOSH. Please share some of your enlightment on this!! WOW better watch out for MOM!!! LOL I'am serious if we artist just focus on drawing and just dropped our artwork into a something like MOM. muhhahahahaahaha the possiblities >:)

So many QUESTIONS!?

1. Did you work the code you created for the Q2 engine into torque? Obvious ANSWER yes LOL
2. If you did it in TGE surely porting to TSE would be no problem? Obivious ANSWER yes LOL
3. I see your poser created icons, but do you use Sprites still or full 3D models for all the MOBs and NPC's?

Edit: Heh Forgot #4 Does it uses that SRD implementation you were working on for Char creation. :)

Sell some of that coding love in GG packs as well :)

GREAT!! Cant wait to see this on my computer. The one Iam currently playing WOW on now losing sleep. I wont ever get to sleep :P Thanks a heap Josh :P heh.
#16
03/23/2005 (8:56 am)
In a word Josh, amazing...
#17
03/23/2005 (9:04 am)
2 months. Stunning work.

On a side note, it looks to me like you managed to get the terrain textures to align to the x and y axes (the lack of stretching on the cliff faces and the mountain). Or do my eyes deceive me? :)
#18
03/23/2005 (9:05 am)
Wow! I mean, MoM!

I'm going to stop saying wow and start saying MoM instead. :p

Welcome back, Josh.
#19
03/23/2005 (9:12 am)
Very very nice looking. :)
#20
03/23/2005 (9:14 am)
simply amazing !
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