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ATLANTICA: Incursion Update 1

by Dave Potter · 02/22/2010 (10:44 pm) · 10 comments

First update of my FPS ATLANTICA: Incursion (Torque 3D)

The game is being developed as an 'old style' FPS along the lines of QUAKE, DOOM etc ('cos they're the type of game I like:) and is set in a base located somewhere in the Atlantic where Teleportation technology is being developed, but (surprise, surprise) things have gone horribly wrong and strange creatures from another dimension are trying to take over and create a foothold on Earth..... (you know the rest ;-)

It has been an interesting journey so far as this is my first concerted go at Torque and game development (even though I've owned the various incarnations of the engine for years).

Challenges overcome so far include :

- DTS modelling in Blender
- The weird and wonderful world of UV mapping ;)
- Doors and gates implementation (using animated DTS shapes made in Blender)
- Teleport functionality
- A couple of small engine tweaks to dynamically change color and brightness of lights
- Load and unload of mission specific datablocks
- Adapting the inventory system

Anyway, here are some preview pics and a video of the entry level hub (mission E0M0) using T3D Beta 1.1 A couple of things still need to be tweaked and the artwork and sounds are still a bit basic, but the functionality is all there now.

Constructive criticism is always welcome, so feel free to comment on what you do and don't like.

www.davepotter.co.uk/images/E0M0_001.png
A view of the base

www.davepotter.co.uk/images/E0M0_002.png
Teleported!!

www.davepotter.co.uk/images/E0M0_003.png
Barrier opening....

And here's the video (change the resolution to 720p when playing for clearest video)


Next in the pipeline is the first real mission level, so the learning curve is going to go up. Along with level design I am currently working on :

- Player and MOB character modelling and animation
- MOB AI
- And the eternal struggle to get elevators and lifts working

Lot's to do, but it's all good fun.

See you in the forums.....

#1
02/22/2010 (11:13 pm)
I like these sort of games too :-)

Looks good I like the animation of the gate.

Looks like it'll be creepy! With those atmospheric sounds it adds nicely to it.
#2
02/22/2010 (11:31 pm)
Quote:
'old style' FPS along the lines of QUAKE, DOOM etc
I knew I wasn't the only old git around here!

Cool gate animations and good sound, all very atmospheric. But your fps seems to be taking a bit of a hammering, what's your machine's specs? And are you using any zoning? (which would be especially good in a teleporting situation, stick each level part in it's own zone)
#3
02/23/2010 (12:12 am)
I like the look, and the audio works great with the atmosphere, like the gate opening.
#4
02/23/2010 (1:15 am)
Looks great.
#5
02/23/2010 (5:42 am)
Looks awesome. Will be following your progress :)
#6
02/23/2010 (6:04 am)
Indeed, that looks really good.

//Edit: "Indead" wasn't quite what I meant...
#7
02/23/2010 (9:27 am)
Thanks guys - very encouraging!

Steve : (Us old gits have to stick together :) You're right in your FPS observation. The reason is I'm developing on a laptop (Intel Core2 Quad Q9000 2.00 GHz) at present (as my desktop is at the 'hospital') and although the gfx card (Nvidia 9600M GT) is reasonable it really struggles with all the dynamic lighting - shadows in particular (was thinking about pureLight as an option for lightmaps, but still haven't looked into it in any detail - any advice? Also I have no LOD on the DTS 'interior' as yet - one of the things on my list.

Update: Feel like a bit of an idiot just now..... Just noticed I still had a Sun object which was casting shadows (on nothing, obviously as the 'interior' is sealed). So, deleted the Sun and fps jumped from high 20's to high 40's. DOH!.... ;)

Still like to hear any comments on using pureLight though, if anyone has any experience.
#8
02/23/2010 (10:54 am)
@Dave
PureLight is flippin' win - as the denizens of the interwebs say. And you don't need highly detailed lightmaps to get a decent effect, they can be quite simple.

If you check out this vid, that's all lightmaps and no real light, in Basic Lighting (so no spec or normals either). It's also all small lightmaps, 'cos the level is 2 miles long.

The way to use dynamic lights (flashing etc) with lightmapping seems to be to lightmap it to your lowest lighting level, and then let the animated light illuminate over it (doesn't work in Basic Lighting of course).

Regarding sunObjects in interior zones ... I've found that you can get a nice ambient lighting effect if you disable shadows on the sun and make the colour very very very low (nearly black). Without shadowing enabled, the sunlight penetrates all surfaces and gives a slight effect on objects. Can make a nice and very subtle contrast if your level is a cold tone and your sunObject is warm one - or viceaversa. Of course I'm going for a more colourful than usual in-game palette.
#9
02/23/2010 (1:44 pm)
Steve,

Very nice stuff in the vid. Thanks for your advice and info on pureLight - looks like another essential package making demands on my beer money ;)

Will try messing around with the sun object this evening, so thanks for that too.
#10
02/27/2010 (5:48 am)
looks nice, good work!