Plan for Josh Ritter
by Prairie Games · 03/25/2005 (10:00 am) · 48 comments
Minions of Mirth has hit alpha...
The answer to:
is:

There is light at the end of the tunnel,
-Josh Ritter
Technical Director
Prairie Games
The answer to:
Quote:"Can Torque be used to make a massively multiplayer, LAN multiplayer, massively single player, persistent world RPG???"
is:

There is light at the end of the tunnel,
-Josh Ritter
Technical Director
Prairie Games
#22
This is great stuff. So that's why I haven't heard much from you of late!
03/23/2005 (10:13 am)
KICKING SERIOUS BUTT Josh!!!!This is great stuff. So that's why I haven't heard much from you of late!
#23
03/23/2005 (10:39 am)
I want to play it!
#24
You'll need to do a writeup on the technology you used and the problems you've had.
And I don't doubt that some of that tech would make for a fairly enticing Code Pack if you were so inclined :)
03/23/2005 (10:39 am)
Looking good.You'll need to do a writeup on the technology you used and the problems you've had.
And I don't doubt that some of that tech would make for a fairly enticing Code Pack if you were so inclined :)
#25
03/23/2005 (10:46 am)
Pretty Beautiful M8.
#26
Great work!
-John
03/23/2005 (11:32 am)
Hey Josh, glad you're back, and MoM is looking better than ever. It looks like you've picked up a ton of new content over the past few months. Hopefully we'll still see some of the original levels right?Great work!
-John
#27
03/23/2005 (11:43 am)
Welcome back Josh! That stuff looks awesome! :)
#28
Thought it might have been related to GPL Q3A delays.
This looks, wow, it looks, wow.... 8p
MoM is sizing up to be one heck of game Josh.
Keep it up !!
03/23/2005 (11:50 am)
Yeah, wow :)Thought it might have been related to GPL Q3A delays.
This looks, wow, it looks, wow.... 8p
MoM is sizing up to be one heck of game Josh.
Keep it up !!
#29
03/23/2005 (12:09 pm)
amazing stuff -- you can really see the level of attention put to this. keep it up!
#30
So I have to ask... are you still using the 2d sprites for enemies or are you using dts now?
03/23/2005 (1:06 pm)
That's badass. I was really curious how this was coming along. So I have to ask... are you still using the 2d sprites for enemies or are you using dts now?
#31
03/23/2005 (1:07 pm)
Looking great Josh. You know I'm rooting for you.
#32
03/23/2005 (1:48 pm)
FWAHFWAHFWAHFWAH!!! WOW. neatos!
#33
-Jeff Tunnell GG
03/23/2005 (4:58 pm)
This is absolutely awesome. I hope you keep some portion of the "massively single player" aspects. Seeing the dwarven ruins by the volcano really makes me want to explore and play this game. Cool stuff!-Jeff Tunnell GG
#34
03/23/2005 (5:01 pm)
You're back on Torque? When did that happen?
#35
03/23/2005 (5:06 pm)
It looks great!
#36
The multiplayer and single player game modes are identical other than forming alliances, trading, and dueling with other players.
-Josh
03/23/2005 (5:09 pm)
Thanks :)The multiplayer and single player game modes are identical other than forming alliances, trading, and dueling with other players.
-Josh
#37
I'm sure there's a million and one things you've accomplished that are generic enough to not give away this game.
And just for the record, you've got me sold on this game for sure.
03/23/2005 (6:26 pm)
Perchance is there any aspects of this game that you're willing to submit as a gg resource?I'm sure there's a million and one things you've accomplished that are generic enough to not give away this game.
And just for the record, you've got me sold on this game for sure.
#38
03/23/2005 (9:28 pm)
I'd have to agree... I truly love the idea of a massively single RPG (along with a massively multiplayer)... can't tell you how many times friends and I have wished we could play the MMO offline lol, btw gorgeous work ! Truly inspiring!
#39
Youve done amazing work, as usual.
1. Did you work the code you created for the Q2 engine into torque? Obvious ANSWER yes LOL
Because Josh and team are extremely license conscience, I would highly doubt it. At least as an extension within the Prairie Engine, which falls under the GPL and is a wonderful point of reference for programmers.
2. If you did it in TGE surely porting to TSE would be no problem? Obivious ANSWER yes LOL
Render settings would be the major position. TSE shaders would also be a major point rather than software shaders.
3. I see your poser created icons, but do you use Sprites still or full 3D models for all the MOBs and NPC's?
Poser content for meshes cannot be legally used, BUT rendering can be used. So any modification to the meshes includes with Poser or Daz3D cannot be used legally, but renderings can be used. Of course, this doesn't include original content created to be used by Poser or another application.
03/23/2005 (11:23 pm)
I pre-ordered back in the day and played the Mac test. Didn't have much more than the typical things you'd already encountered, but then I also didn't have the time commitment that I wish I could have (much like the RealmCrafter beta).Youve done amazing work, as usual.
1. Did you work the code you created for the Q2 engine into torque? Obvious ANSWER yes LOL
Because Josh and team are extremely license conscience, I would highly doubt it. At least as an extension within the Prairie Engine, which falls under the GPL and is a wonderful point of reference for programmers.
2. If you did it in TGE surely porting to TSE would be no problem? Obivious ANSWER yes LOL
Render settings would be the major position. TSE shaders would also be a major point rather than software shaders.
3. I see your poser created icons, but do you use Sprites still or full 3D models for all the MOBs and NPC's?
Poser content for meshes cannot be legally used, BUT rendering can be used. So any modification to the meshes includes with Poser or Daz3D cannot be used legally, but renderings can be used. Of course, this doesn't include original content created to be used by Poser or another application.
#40
03/24/2005 (12:34 am)
Really beatiful Josh !!! 
Torque Owner Vashner