Arcane-FX: spellcasting effects for TGE (Update)
by Jeff Faust · 02/20/2006 (11:05 am) · 26 comments
Here's a progress report on the Arcane-FX project...
In spite of the fact that this blog has been silent for a bit, we've been making steady progress on the Arcane-FX software. Unfortunately, much of what's been going on has been the kind of stuff that, while important, doesn't make for great screenshots and movies. One of the main reasons I've been quiet for so long.

For those of you interested in details, here's list of some of the goals that have been completed, many of them mundane:
- Greatly reduced and consolidated the customizations to existing TGE code.
- Made all customizations backwards compatible with stock TGE. This means that all the mods that come with TGE, (starter.fps, starter.racing, demo, etc.), still run after AFX customizations are added.
- Migrated the code to TGE 1.4 while still maintaining support for TGE 1.3.
- Migrated the code to TGE 1.4 on Mac OSX.
- Implemented Zodiac textures on interiors.
- Began writing documentation.
- Worked with a couple of early users.
- Hired a sound designer to create sfx for all the example spells.
- Fixed a slew of problems, especially multiplayer related bugs.
Ok, now that that's out of the way, on to some more interesting news.

Official Website
The official Arcane-FX website at arcane-fx.com is now open. Highlights include, a whole bunch of new screenshots, a new movie featuring sound effects from sound designer, Dave Schroeder, a development blog, forums, and some early drafts of the documentation. From here on out, the Arcane-FX website will be the best source for information on development progress. With this website, I'm doing something I haven't tried before, and that is building a community. Hopefully some of you will participate and add your voice to the discussions, and help shape Arcane-FX before and after release.
New Example Spells
Matthew Durante has added a couple of new spells to the collection, Astral Passport, and Insectoplasm. I think that brings the main set of example spells up to 10. Astral Passport is a teleportation spell with effects for both arrival to and departure from a scene. Insectoplasm, which is still being developed, features an unusual projectile in the form of a giant flaming centipede-like insect. This monster bug soars aloft like a long segmented kite and then dives from above onto the intended target. This plan features screenshots from both Astral Passport and Insectoplasm.

Game Developers Conference
I will be attending this year's GDC in March. Perhaps I'll see some of you there. I expect to be spending some time demo-ing Arcane-FX in the GarageGames booth, so look for me there.
Status
If I had to put a name to it, I'd say Arcane-FX is now entering the Alpha phase of development. We're adding some new pre-release users, and for the remainder of the project, most code changes and final readiness will be determined by how well the code does with the early users. Keep watching arcane-fx.com and this blog for any firm announcements regarding release dates, cost, etc.

For more, visit arcane-FX.com.
In spite of the fact that this blog has been silent for a bit, we've been making steady progress on the Arcane-FX software. Unfortunately, much of what's been going on has been the kind of stuff that, while important, doesn't make for great screenshots and movies. One of the main reasons I've been quiet for so long.

For those of you interested in details, here's list of some of the goals that have been completed, many of them mundane:
- Greatly reduced and consolidated the customizations to existing TGE code.
- Made all customizations backwards compatible with stock TGE. This means that all the mods that come with TGE, (starter.fps, starter.racing, demo, etc.), still run after AFX customizations are added.
- Migrated the code to TGE 1.4 while still maintaining support for TGE 1.3.
- Migrated the code to TGE 1.4 on Mac OSX.
- Implemented Zodiac textures on interiors.
- Began writing documentation.
- Worked with a couple of early users.
- Hired a sound designer to create sfx for all the example spells.
- Fixed a slew of problems, especially multiplayer related bugs.
Ok, now that that's out of the way, on to some more interesting news.

Official Website
The official Arcane-FX website at arcane-fx.com is now open. Highlights include, a whole bunch of new screenshots, a new movie featuring sound effects from sound designer, Dave Schroeder, a development blog, forums, and some early drafts of the documentation. From here on out, the Arcane-FX website will be the best source for information on development progress. With this website, I'm doing something I haven't tried before, and that is building a community. Hopefully some of you will participate and add your voice to the discussions, and help shape Arcane-FX before and after release.
New Example Spells
Matthew Durante has added a couple of new spells to the collection, Astral Passport, and Insectoplasm. I think that brings the main set of example spells up to 10. Astral Passport is a teleportation spell with effects for both arrival to and departure from a scene. Insectoplasm, which is still being developed, features an unusual projectile in the form of a giant flaming centipede-like insect. This monster bug soars aloft like a long segmented kite and then dives from above onto the intended target. This plan features screenshots from both Astral Passport and Insectoplasm.

Game Developers Conference
I will be attending this year's GDC in March. Perhaps I'll see some of you there. I expect to be spending some time demo-ing Arcane-FX in the GarageGames booth, so look for me there.
Status
If I had to put a name to it, I'd say Arcane-FX is now entering the Alpha phase of development. We're adding some new pre-release users, and for the remainder of the project, most code changes and final readiness will be determined by how well the code does with the early users. Keep watching arcane-fx.com and this blog for any firm announcements regarding release dates, cost, etc.

For more, visit arcane-FX.com.
About the author
Jeff Faust creates special effects indie middleware and games for Faust Logic. --- Blog: Effectronica.com --- Twitter: @FaustLogic
#2
02/20/2006 (11:20 am)
Cool! that first shot reminds me a lot of zelda.. well cool, keep it up!
#4
02/20/2006 (11:29 am)
Very cool stuff!
#5
02/20/2006 (11:53 am)
oooo... can't wait to see this in MoM
#6
02/20/2006 (12:18 pm)
I think it already is in MOM or at least a bit of it.
#7
02/20/2006 (12:57 pm)
So freaking cool :)
#8
02/20/2006 (1:08 pm)
Neat!
#10
02/20/2006 (1:19 pm)
This will be definitely worth waiting for !! Quick Question because of the extensive code changes will this be like a Code-pack like the Torque Lighting Kit. instead of a like a code resource add-on. I hope its the former because John K's Lighting Pack is worth its weight in Indie Gold :))
#11
02/20/2006 (2:08 pm)
This freakin rules.
#12
I can't say enough how great this is. It's set up so nice and easy to use. It'll be well worth the money when it's done. like was said before the system will be usable for many types of effects other than spells.
to give you an idea, One that comes to mind right now is a bow and arrow mellee system
start the bow attack animation,
the hand goes back to the quiver,
spawn and attach an arrow model onto the hand bone.
The hand goes and strings the arrow
pulls back
make the arrow disappear
fire an arrow projectile
When the arrow hits the object you are shooting at you could even run another effect and have an arrow appear stuck on the player you shot!
it lets you do the sort of things you've been wanting to do in torque for a long time but had so much trouble doing. The syntax and ease of attaching particle systems and lights to any bone on your characters skeleton is simply wonderful.
02/20/2006 (3:07 pm)
Jeff, great to see an update. The insectoplasm looks awesome.I can't say enough how great this is. It's set up so nice and easy to use. It'll be well worth the money when it's done. like was said before the system will be usable for many types of effects other than spells.
to give you an idea, One that comes to mind right now is a bow and arrow mellee system
start the bow attack animation,
the hand goes back to the quiver,
spawn and attach an arrow model onto the hand bone.
The hand goes and strings the arrow
pulls back
make the arrow disappear
fire an arrow projectile
When the arrow hits the object you are shooting at you could even run another effect and have an arrow appear stuck on the player you shot!
it lets you do the sort of things you've been wanting to do in torque for a long time but had so much trouble doing. The syntax and ease of attaching particle systems and lights to any bone on your characters skeleton is simply wonderful.
#13
02/20/2006 (3:37 pm)
Looks soooo cool! Will it be compatible with TSE?
#14
02/20/2006 (4:22 pm)
What Tom Perry said.
#15
It's not likely that AFX will support TSE right away, at least not in a way that uses any advanced TSE features. Once we get the TGE version released, I expect that making a TSE version will be a high priority.
02/20/2006 (6:26 pm)
@TomIt's not likely that AFX will support TSE right away, at least not in a way that uses any advanced TSE features. Once we get the TGE version released, I expect that making a TSE version will be a high priority.
#16
A question, though, in the second image how did you get that fog-ish effect in the corners of the interior? Looks almost like some kind of volumetric fog. Definitely a cool effect.
-Jase
02/20/2006 (6:27 pm)
This freakin' rocks!A question, though, in the second image how did you get that fog-ish effect in the corners of the interior? Looks almost like some kind of volumetric fog. Definitely a cool effect.
-Jase
#17
02/20/2006 (6:35 pm)
Sorry Jase, no volumentric fog. I think it's just the zodiac texture getting smeared across the vertical interior polys. They tend to do that, especially one that's growing like a shockwave. Sometimes it looks really nice, and sometimes not so nice. This is one shot where it looks nice.
#18
- Matthew Durante
02/20/2006 (6:57 pm)
Yeah, there aren't any lights in that spell so it's definitely zodiac-crawl. It would be nice if we could exclude non-horizontal interior polys, or even specify an angle threshold. But many things would be nice and Jeff's a busy man!!!- Matthew Durante
#19
02/20/2006 (8:01 pm)
Quote:I think it already is in MOM or at least a bit of it.MoM has only implemented a few effects. I am eager to see the entire library utilized.
#20
02/21/2006 (4:51 am)
That insectoplasm thingy kicks ass! 
Torque Owner Chris Byars
Ion Productions