Arcane-FX: spellcasting effects for TGE (Update)
by Jeff Faust · 02/20/2006 (11:05 am) · 26 comments
Here's a progress report on the Arcane-FX project...
In spite of the fact that this blog has been silent for a bit, we've been making steady progress on the Arcane-FX software. Unfortunately, much of what's been going on has been the kind of stuff that, while important, doesn't make for great screenshots and movies. One of the main reasons I've been quiet for so long.

For those of you interested in details, here's list of some of the goals that have been completed, many of them mundane:
- Greatly reduced and consolidated the customizations to existing TGE code.
- Made all customizations backwards compatible with stock TGE. This means that all the mods that come with TGE, (starter.fps, starter.racing, demo, etc.), still run after AFX customizations are added.
- Migrated the code to TGE 1.4 while still maintaining support for TGE 1.3.
- Migrated the code to TGE 1.4 on Mac OSX.
- Implemented Zodiac textures on interiors.
- Began writing documentation.
- Worked with a couple of early users.
- Hired a sound designer to create sfx for all the example spells.
- Fixed a slew of problems, especially multiplayer related bugs.
Ok, now that that's out of the way, on to some more interesting news.

Official Website
The official Arcane-FX website at arcane-fx.com is now open. Highlights include, a whole bunch of new screenshots, a new movie featuring sound effects from sound designer, Dave Schroeder, a development blog, forums, and some early drafts of the documentation. From here on out, the Arcane-FX website will be the best source for information on development progress. With this website, I'm doing something I haven't tried before, and that is building a community. Hopefully some of you will participate and add your voice to the discussions, and help shape Arcane-FX before and after release.
New Example Spells
Matthew Durante has added a couple of new spells to the collection, Astral Passport, and Insectoplasm. I think that brings the main set of example spells up to 10. Astral Passport is a teleportation spell with effects for both arrival to and departure from a scene. Insectoplasm, which is still being developed, features an unusual projectile in the form of a giant flaming centipede-like insect. This monster bug soars aloft like a long segmented kite and then dives from above onto the intended target. This plan features screenshots from both Astral Passport and Insectoplasm.

Game Developers Conference
I will be attending this year's GDC in March. Perhaps I'll see some of you there. I expect to be spending some time demo-ing Arcane-FX in the GarageGames booth, so look for me there.
Status
If I had to put a name to it, I'd say Arcane-FX is now entering the Alpha phase of development. We're adding some new pre-release users, and for the remainder of the project, most code changes and final readiness will be determined by how well the code does with the early users. Keep watching arcane-fx.com and this blog for any firm announcements regarding release dates, cost, etc.

For more, visit arcane-FX.com.
In spite of the fact that this blog has been silent for a bit, we've been making steady progress on the Arcane-FX software. Unfortunately, much of what's been going on has been the kind of stuff that, while important, doesn't make for great screenshots and movies. One of the main reasons I've been quiet for so long.

For those of you interested in details, here's list of some of the goals that have been completed, many of them mundane:
- Greatly reduced and consolidated the customizations to existing TGE code.
- Made all customizations backwards compatible with stock TGE. This means that all the mods that come with TGE, (starter.fps, starter.racing, demo, etc.), still run after AFX customizations are added.
- Migrated the code to TGE 1.4 while still maintaining support for TGE 1.3.
- Migrated the code to TGE 1.4 on Mac OSX.
- Implemented Zodiac textures on interiors.
- Began writing documentation.
- Worked with a couple of early users.
- Hired a sound designer to create sfx for all the example spells.
- Fixed a slew of problems, especially multiplayer related bugs.
Ok, now that that's out of the way, on to some more interesting news.

Official Website
The official Arcane-FX website at arcane-fx.com is now open. Highlights include, a whole bunch of new screenshots, a new movie featuring sound effects from sound designer, Dave Schroeder, a development blog, forums, and some early drafts of the documentation. From here on out, the Arcane-FX website will be the best source for information on development progress. With this website, I'm doing something I haven't tried before, and that is building a community. Hopefully some of you will participate and add your voice to the discussions, and help shape Arcane-FX before and after release.
New Example Spells
Matthew Durante has added a couple of new spells to the collection, Astral Passport, and Insectoplasm. I think that brings the main set of example spells up to 10. Astral Passport is a teleportation spell with effects for both arrival to and departure from a scene. Insectoplasm, which is still being developed, features an unusual projectile in the form of a giant flaming centipede-like insect. This monster bug soars aloft like a long segmented kite and then dives from above onto the intended target. This plan features screenshots from both Astral Passport and Insectoplasm.

Game Developers Conference
I will be attending this year's GDC in March. Perhaps I'll see some of you there. I expect to be spending some time demo-ing Arcane-FX in the GarageGames booth, so look for me there.
Status
If I had to put a name to it, I'd say Arcane-FX is now entering the Alpha phase of development. We're adding some new pre-release users, and for the remainder of the project, most code changes and final readiness will be determined by how well the code does with the early users. Keep watching arcane-fx.com and this blog for any firm announcements regarding release dates, cost, etc.

For more, visit arcane-FX.com.
About the author
Jeff Faust creates special effects indie middleware and games for Faust Logic. --- Blog: Effectronica.com --- Twitter: @FaustLogic
#22
Good luck.
02/21/2006 (11:44 am)
Everybody in our team have interest in this... Looking forward to see the release soon.Good luck.
#23
02/21/2006 (1:35 pm)
awesome. Pure Awesome.
#24
05/04/2006 (10:03 am)
VERY VERY COOL!
#25
07/06/2007 (7:07 am)
You guys rock! That looks like the AI partical system that my friend and I have made, it works great!
#26
02/06/2008 (7:59 am)
super cool! 
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