Plan for Jeff Faust
by Jeff Faust · 08/08/2005 (11:02 am) · 42 comments
I've been a Torque Game Engine user for more than a year, but this is my first .plan and the first public information about a project I've been working on with help from, Matthew Durante.
It all started a number of months ago when, after logging a number of hours playing World of Warcraft, I started designing a small spellcasting game that was neither a MMORPG nor an RPG, but would require some of the magical elements typically seen in both genres. I thought the game would be an excellent subject for the Torque engine, so I started experimenting and soon discovered that Torque lacked a number of features that the game would need. Still feeling that Torque was a good starting point, I continued with my experiments and an interim project was born, a spellcasting effects system for Torque dubbed Arcane-FX.
I decided that a spellcasting effects system might be useful in other games and perhaps to the Torque community at large. So from the beginning, I've developed Arcane-FX as an independent Torque add-on package. Something akin to the RTS Starter Kit or the Lighting Pack.
What is Arcane-FX? Basically, it's a small specialized animation system, controlled by script, for crafting the kind of magic effects seen in World of Warcraft, and EverQuest II.

Here are some of the features:
Flexible Spell System
The flexible spell system can represent a large varied assortment of magic spells: quick instant spells, elaborate conjuring spells, long-lasting buff and de-buff spells, damage over time spells, area effect spells, guided projectile spells, creature summoning spells, resurrection spells, teleportation spells, and more.
Generalized Effects System
A generalized effects system allows many different types of special effects to be controlled using the same method. Explosions, particle emitters, sound effects, animated models, character animations, lights, script events, specialized terrain decals, and others, are all timed and positioned using a common mechanism.
Powerful Constraint System
The position and orientation of any effect can be independently constrained to the casting character, the target character, the spell's projectile, the projectile's impact point, as well as any named object in the scene, including specific named nodes of characters and other ShapeBase objects. Effects can even be oriented to face the camera or any other object.
Custom Special Effects
The system includes customized effects including what we call zodiacs, specialized terrain decals that are useful for rune rings, explosion shockwaves, scorched earth stains, and selection indicators.
GUI Enhancements
A number of GUI enhancements improve Torque's handling of interfaces that make greater use of mouse input for target selection and interface operation. The system also includes specialized GUI controls such as a multi-page spellbank for casting spells.
Sample Spells
Finally, the package includes a large selection of sample spells. These spells, many crafted by Matthew Durante, are complete examples of spells that represent the range of spells typically found in an RPG or MMORPG. Some examples:
Flame Broil A basic fireball spell with some lingering damage over time.
Great Ball of Fire A powerful high-level spell which throws a gigantic fireball with correspondingly huge explosion effects.
Spirit of Roach A typical buff spell with a long lasting effect.
Mapleleaf Frag A leafy nature spell that deals direct damage.
Reaper Madness The obligatory resurrection spell.
Well, that's a quick overview of Arcane-FX. Please comment, and let us know if this package might be useful for your own projects.

View additional screenshots here.
It all started a number of months ago when, after logging a number of hours playing World of Warcraft, I started designing a small spellcasting game that was neither a MMORPG nor an RPG, but would require some of the magical elements typically seen in both genres. I thought the game would be an excellent subject for the Torque engine, so I started experimenting and soon discovered that Torque lacked a number of features that the game would need. Still feeling that Torque was a good starting point, I continued with my experiments and an interim project was born, a spellcasting effects system for Torque dubbed Arcane-FX.
I decided that a spellcasting effects system might be useful in other games and perhaps to the Torque community at large. So from the beginning, I've developed Arcane-FX as an independent Torque add-on package. Something akin to the RTS Starter Kit or the Lighting Pack.
What is Arcane-FX? Basically, it's a small specialized animation system, controlled by script, for crafting the kind of magic effects seen in World of Warcraft, and EverQuest II.

Here are some of the features:
Flexible Spell System
The flexible spell system can represent a large varied assortment of magic spells: quick instant spells, elaborate conjuring spells, long-lasting buff and de-buff spells, damage over time spells, area effect spells, guided projectile spells, creature summoning spells, resurrection spells, teleportation spells, and more.
Generalized Effects System
A generalized effects system allows many different types of special effects to be controlled using the same method. Explosions, particle emitters, sound effects, animated models, character animations, lights, script events, specialized terrain decals, and others, are all timed and positioned using a common mechanism.
Powerful Constraint System
The position and orientation of any effect can be independently constrained to the casting character, the target character, the spell's projectile, the projectile's impact point, as well as any named object in the scene, including specific named nodes of characters and other ShapeBase objects. Effects can even be oriented to face the camera or any other object.
Custom Special Effects
The system includes customized effects including what we call zodiacs, specialized terrain decals that are useful for rune rings, explosion shockwaves, scorched earth stains, and selection indicators.
GUI Enhancements
A number of GUI enhancements improve Torque's handling of interfaces that make greater use of mouse input for target selection and interface operation. The system also includes specialized GUI controls such as a multi-page spellbank for casting spells.
Sample Spells
Finally, the package includes a large selection of sample spells. These spells, many crafted by Matthew Durante, are complete examples of spells that represent the range of spells typically found in an RPG or MMORPG. Some examples:
Flame Broil A basic fireball spell with some lingering damage over time.
Great Ball of Fire A powerful high-level spell which throws a gigantic fireball with correspondingly huge explosion effects.
Spirit of Roach A typical buff spell with a long lasting effect.
Mapleleaf Frag A leafy nature spell that deals direct damage.
Reaper Madness The obligatory resurrection spell.
Well, that's a quick overview of Arcane-FX. Please comment, and let us know if this package might be useful for your own projects.

View additional screenshots here.
About the author
Jeff Faust creates special effects indie middleware and games for Faust Logic. --- Blog: Effectronica.com --- Twitter: @FaustLogic
#22
Looking forward to this.
08/08/2005 (1:06 pm)
My game doesn't use spells... but my weapons I want to have all sorts of special effects. so I would buy this pack (even for future stuff) just to learn how you did things. The decals, targeting, selecting, etc.. There is a lot of other benefits to this pack besides just the "spells".Looking forward to this.
#23
I'd love to see some videos or a demo to get an idea of how it looks in motion.
Good job!
08/08/2005 (1:17 pm)
It's funny, my game has some very subtle needs for spell effects, so this would work very well for me. I'd shell out some money for it.I'd love to see some videos or a demo to get an idea of how it looks in motion.
Good job!
#24

- Brett
PS: That's damn cool looking..
08/08/2005 (2:09 pm)
I'm guessing the zodiacs/terrain decals spawned from the shadow code? At least, if I were doing something similar (like skid marks, or placing decals on uneven surfaces) I'd use the shadow code.
- Brett
PS: That's damn cool looking..
#25
08/08/2005 (2:55 pm)
Very awesome ! :)
#26
Keep up the great work.
08/08/2005 (3:13 pm)
Your system looks amazing. It also looks like it would be a great fit for one of my scheduled projects. I will be eagerly awaiting more information on this one.Keep up the great work.
#27
08/08/2005 (3:29 pm)
Bad@$$! I want it ... seems like something you'd want to put in any game just because it's cool ;)
#28
08/08/2005 (3:38 pm)
Awesome!
#29
08/08/2005 (3:40 pm)
Very nice - good to see people really sinking their teeth into the engine! Got any videos of the effects?
#30
08/08/2005 (4:49 pm)
looking for alpha/beta testers?
#31
I'd love to see this in Josh Ritter's game ASAP. ;)
08/08/2005 (4:58 pm)
wow, this is seriously cool. I will definetly buy this when it comes out.I'd love to see this in Josh Ritter's game ASAP. ;)
#32
08/08/2005 (5:03 pm)
Now that does look impressive and as Ben said "got any videos" :)
#33
08/08/2005 (6:36 pm)
I think maybe we will switch our Stragety/Tactics game from T2D to TGE with this pack!!!
#34
08/08/2005 (7:53 pm)
Just to add to the ton of praise comments. This is really one of the coolest things I have seen in Torque yet. I am definately interested in getting it when you release it.
#35
08/08/2005 (10:28 pm)
That looks really, really good.
#36
This is definitely on my 'essential purchase' list. :)
-Greg.
08/09/2005 (12:47 am)
Looking awesome! I'd love to see some video of these in action.This is definitely on my 'essential purchase' list. :)
-Greg.
#37
The zodiacs use the same basic techique that the RTS Starter Kit uses to show rings under selected units. The projection is different (the RTS rings are discontinous across polygon seams) and many enhancements have been added (color, alpha, rotation, scale, blend, etc.). Briefly, the effects system adds zodiac descriptions to a list and the terrain system takes each zodiac on the list, creates terrain fitting triangles, projects the zodiac texture onto the triangles, and renders them. The system can handle a surprising number of them and very large ones too (those used for explosion shockwaves.)
It's important to note that most of the terrain decal effects seen in the screenshots are not single zodiacs. Matt's spells use layered zodiacs to create various glows and elaborate details.
@Jay Barnson: Zodiacs currently only work on terrain, not on interiors. I'm looking into ways to make them work with interiors. (This is probably the biggest missing feature right now.) The zodiacs look as good as they can on uneven terrain, meaning they fit the terrain shape exactly and don't break up across poly edges or anything that.
08/09/2005 (9:40 am)
Some of you have asked about the "zodiacs"... here's some info.The zodiacs use the same basic techique that the RTS Starter Kit uses to show rings under selected units. The projection is different (the RTS rings are discontinous across polygon seams) and many enhancements have been added (color, alpha, rotation, scale, blend, etc.). Briefly, the effects system adds zodiac descriptions to a list and the terrain system takes each zodiac on the list, creates terrain fitting triangles, projects the zodiac texture onto the triangles, and renders them. The system can handle a surprising number of them and very large ones too (those used for explosion shockwaves.)
It's important to note that most of the terrain decal effects seen in the screenshots are not single zodiacs. Matt's spells use layered zodiacs to create various glows and elaborate details.
@Jay Barnson: Zodiacs currently only work on terrain, not on interiors. I'm looking into ways to make them work with interiors. (This is probably the biggest missing feature right now.) The zodiacs look as good as they can on uneven terrain, meaning they fit the terrain shape exactly and don't break up across poly edges or anything that.
#38
08/09/2005 (11:58 pm)
I will certainly buy this when you release it, truly excellent work.
#39
i will deff buy this when it is done
dam nice work Jeff and Matt
08/18/2005 (12:30 pm)
this is diffently one of the most promising thing i have seen done with the Torque Game Engine.i will deff buy this when it is done
dam nice work Jeff and Matt
#40
08/31/2005 (8:58 pm)
Jeff, we're all dying to try this out. I'm pretty sure you'll have a very high volume of sales on this. You should definitely package it up and sell it. 
Torque Owner Michael \"Evic\" Wales