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Plan for Jeff Peck

by Jeff Peck · 11/18/2003 (10:17 am) · 4 comments

I suppose I should say hello to everyone... after taking my time away from the GG community and experimenting with a multitude of different things (from designing application suites in Python to teaching myself to draw (not very well mind you), learning PHP and MySQL and a boatload of other stuff...) I decided it might be time to stick my head back in and see what was happening... it seems that the community is still divided and some people are still petty, but I suppose as is the case with any large internet-based community that will be a problem forever. (note these words should be taken with a grain of salt and please don't take them the wrong way, I'm just a crabby feller).

Currently I'm working on getting www.pycentric.net up and running, (Mr. Ritter please take note, my python addiction is entirely your fault and I blame you and curse your name to hell every single day) hopefully this website will becoming a tutorial, module and extension repository for Python (yes I am aware of the existance of the vault of paransseus, but I think a much better job could be done of such a site...). I recently downloaded the new TGE Head and my rough schedule is to begin development on my new game effort within the first few months of the coming year. For those of you familiar with the Armored Core series for the PS/PS2, this game will be somewhat similar to the arena mode of that series. A short breakdown of features follows:

> Multiplayer only gameplay
> Standard 1 v 1 duels
> Free-For-All play for up to eight players
> Team duels in 2 v 2, 3 v 3 and 4 v 4 settings
> Short list right now of parts includes the following (numbers are subject to change)
> 5 bodies
> 10 head units
> 5 arms and 5 weapon arms (weapon arms being arms that *are* weapons, all arms are bought in pairs)
> 15 different legs (5 spider, 5 tank and 5 standard)
> 5 Fire Control Systems
> 3 Powerplants
> 5 MCS units (musculature control systems, these can improve the performance of a mech at the cost of power)
> 5 Boostjet units (allows you to move quickly horizontally or limited vertical flight)
> 15 right hand weapons (right hand holds the primary ranged weapon, this includes various shotguns, laser rifles etc.)
> 5 left hand weapons (left hand holds the primary close-combat weapon, IE a large electro-mace)
> 20 secondary weapons, these attatch to the rear of the mecha and supplement its primary weapons systems
(note: calling these weapons may be misleading as they also include shield generators and anti-missile systems)

Purchasing of parts will be done through an ingame GUI and also can be done through a website based interface, the website for the game will also allow you to check the ingame ladders, schedual matches between yourself and other players, transfer funds, sell parts and chat with players. All of these features will also be supported through the ingame GUI, though most of the functions will be handled through the website for the early stages of the game.

Ladders will be split up based on mech weight class, a player can have multiple mechs in his or her "stable" and will be able to enter different mechs into different weight classes. Also included will be ladders for all of the Team and FFA gameplay modes as well as a "Freeweight" ladder which will be for any weight class.
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Now that I'm done giving my spiel I should let you all know that I have been working with Torque recently to improve the spectator system and I have completed code allowing cameras to track players, a third-person camera system similar to that used in many platformers for console games and I'm currently working on the whole part-switching jazz, I will release these resources to the community, but not untill after releasing this project or tossing it into my dead-project graveyard. In addition I have other improvements to the engine slated, including the re-addition of seeking projectiles, an improved version of the laser-beam resource that Robert Brower (howdy mate, been a while) and I collaborated on and many other random projectile improvements.

I'll keep you informed on my progress! It's good to be back.

~ Jeff "Sanguinus" Peck

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#1
11/18/2003 (10:26 am)
Very cool Jeff... though you should blame Guido, not me! :)
#2
11/18/2003 (6:48 pm)
:)

Heck, i'll curse your name in hell every day because of your MOTIVATION!
#3
11/18/2003 (10:36 pm)
Hello there Jeff, glad to see you back, and I'm terribly sorry for your addiction to Python, bad Joshua bad :P
#4
11/19/2003 (11:05 am)
@ kuhles

LOL, I may be setting my sights too high on this game, actually I'm fairly certain its a bit over my abilities, but I'm hoping that my abilities will significantly improve over the course of the project ;-)

@ eXoDuS

As Josh said, I can't blame it entirely on him (though he *did* introduce me to python), Guido (the creator of python) deserves a significant part of the blame as well