Plan for Matthew Brock
by Matthew Brock · 07/16/2005 (10:12 am) · 3 comments
The game was fairly realistic in that you actually had to pilot the plane (not just press up to go up, and down to go down, while you magically flew in a straight line if you did nothing). You even had to pull the wing flaps completely down to drift the plane into landing on the carrier, which was pretty tricky (I am not sure what this maneuver is called IRL.) You had bombs, missiles, and machine guns. The enemies consisted of other carriers, destroyers, planes, islands full of AA guns, bunkers, and little pixelated men running about firing machine guns at you. Swooping into dive formation at the men running away from the bunker you just bombed and machine gunning them was incredibly fun... especially since you got a satisfying *bleep* at some high-frequency for every man you gunned down.
So! I would like to essentially recreate this game with better graphics, physics, more weapons, vehicles, aircraft, and playability. I would also like to play from the perspective of other vehicles, even the carrier or other ships... not just airborne vehicles. The timeframe for the original game was WWII'ish. I very strongly wanted to include heat-seeking missiles, choppers, and other more modern features into the game... and I'd like to keep my overal historical perspective at least vaguely accurate. This is my first experience with T2D, so I plan to take my time in learning as I go along. I am essentially using this T2D experience to immerse me into the full TGE so that I can start or join a team for a decent looking project. I may however create one or two more titles with the T2D engine if the first is successful.
I have no real details of the game. I had spent about two to three months designing the engine around the SDL library when I discovered Torque. I abandoned the engine for T2D to see if it had the capabilities I require. If it turns out that it can't do everything I need (which seems somewhat improbable given the interaction of the community with the T2D developers and the feature-richness of the engine), then I'll design the engine in parallel with perhaps a simpler game in mind for the T2D engine (since I've already dropped the money for the Indie license). I've started on some interaction diagrams, which isn't too hard since the game is 70% hack-n-slash. The piloting physics and general details should prove to be the most challenging. I'm almost so overwhelmed at being able to start at such a high level in development that I don't know what to do. T2D has seemingly handed me an immediate and immense amount of creativity for a mere hundred bucks. So... um... thanks! Hopefully this project will be seen through to the end.
If anyone wants to tag along through the design and creation of the game to pitch in, just give me a holler!
So! I would like to essentially recreate this game with better graphics, physics, more weapons, vehicles, aircraft, and playability. I would also like to play from the perspective of other vehicles, even the carrier or other ships... not just airborne vehicles. The timeframe for the original game was WWII'ish. I very strongly wanted to include heat-seeking missiles, choppers, and other more modern features into the game... and I'd like to keep my overal historical perspective at least vaguely accurate. This is my first experience with T2D, so I plan to take my time in learning as I go along. I am essentially using this T2D experience to immerse me into the full TGE so that I can start or join a team for a decent looking project. I may however create one or two more titles with the T2D engine if the first is successful.
I have no real details of the game. I had spent about two to three months designing the engine around the SDL library when I discovered Torque. I abandoned the engine for T2D to see if it had the capabilities I require. If it turns out that it can't do everything I need (which seems somewhat improbable given the interaction of the community with the T2D developers and the feature-richness of the engine), then I'll design the engine in parallel with perhaps a simpler game in mind for the T2D engine (since I've already dropped the money for the Indie license). I've started on some interaction diagrams, which isn't too hard since the game is 70% hack-n-slash. The piloting physics and general details should prove to be the most challenging. I'm almost so overwhelmed at being able to start at such a high level in development that I don't know what to do. T2D has seemingly handed me an immediate and immense amount of creativity for a mere hundred bucks. So... um... thanks! Hopefully this project will be seen through to the end.
If anyone wants to tag along through the design and creation of the game to pitch in, just give me a holler!
#2
07/17/2005 (6:12 pm)
One of the best games ever. Wings of Fury. Still have that disk floating around too, just no Apple to run it on. =)
#3
- Check out the forum for actually being able to play the game. Apparently you have to mess with an outside .exe called DosBox otherwise the won't run at the correct speeds and the physics will be all out of whack.
@Melv: Thanks for the encouragement. I'm just muddling about with TorqueScript right now. I created a few particle effects, but nothing serious yet.
07/17/2005 (9:01 pm)
@Brent: Yes! Thanks Brent... I couldn't for the life of me remember the name of the game. And OMG... I found it... I can't figure out the keys, but WOW. http://www.abandonia.com/games/160/download/WingsofFury.htm- Check out the forum for actually being able to play the game. Apparently you have to mess with an outside .exe called DosBox otherwise the won't run at the correct speeds and the physics will be all out of whack.
@Melv: Thanks for the encouragement. I'm just muddling about with TorqueScript right now. I created a few particle effects, but nothing serious yet.

Associate Melv May
- Melv.