Game Development Community

Stupid method to generate static (DTS) shadow

by Samme Ng · in Torque Game Engine · 12/06/2004 (11:33 pm) · 10 replies

I have used a stupid method (time consuming) to generate a static object shadow on the terrain:

www.opusgame.com/uploads/screenshot_067-00001.jpg
www.opusgame.com/uploads/screenshot_067-00002.jpg
www.opusgame.com/uploads/screenshot_067-00003.jpg
www.opusgame.com/uploads/screenshot_067-00004.jpg
This is a new MMOG, using 2D sprite for character, DTS for all buildings, using a new terrain system, which using a Warcraft-like editing method...

The shadow generation using 3 to 10 or more minutes to complete....stupid enough!
We are not using any add-on pack for this... ^^

#1
12/06/2004 (11:44 pm)
Good looking screens.
#2
12/07/2004 (12:12 am)
Lovely looking shots, I am impressed :)
#3
12/07/2004 (12:19 am)
Now that looks great! Remind me shining force 3 my fav game of all time!
#4
12/07/2004 (3:22 pm)
Your game looks sweet. Indeed, very impressive. I love the look of the environment and character.

-Jase
#5
12/09/2004 (10:17 am)
Congratulations! You are the living proof that it's possible to make games using Torque, that don't look like Torque games at all :)

You just accomplished many things that many people only complained about in forums posts:

- DTS buildings
- Custom terrain
- 2D characters

Truly awesome. I hope being able to modify Torque this much anytime soon.
#6
12/18/2004 (6:52 pm)
Looks sorta like Ragnarok Online to me. Nice stuff. :)
#7
12/18/2004 (7:13 pm)
Manoel,
I could be wrong but I don't think this game is writen in Torque.

If it is then I'm more impresed then I am already
#8
12/18/2004 (7:16 pm)
It's in Torque :)

I just wish I had a couple of million to invest in this project. MMOG targetted directly at the blossoming Chinese market, made by an incredible artist/designer/team rep (I don't even know if he's doing it by himself or not!), and immediately localised.

This puppy is gonna make a fortune if he can push it the final stages to mass market.
#9
12/19/2004 (6:52 am)
It's looking really good indeed! I'm still not able to do more than stick-figures myself ;)

Why not start with a console-style RPG/Strategy game as a working demo, design a world,
and then work on getting interested investors once you have all that jazz fleshed out?


I've been pondering MMOs and such myself, and have decided it's better to aim for a small-scale ORPG
if I ever decide to do it. Think MUSH/MUD/MOO-sized, no more than 100-150 players tops, of which
only some are online at any time. There might be interest in licensing server/client code, too,
where other people run the servers and charge for that, while you charge for upgrades and
specialised content..
#10
12/20/2004 (1:03 am)
Thanks for all of you the comment. I really dig into detail of the TGE to do such kind of changes.

I am only doing by myself, except programming.. :>

We are a company with 4 artists, one tool programmer, one server programmer and client programmer (that's me), and a game designer. We target to launch this MMO loally in Hong Kong around March, and going to close beta in Jan, 2005.

Actually we are working in a full 3D game, which I have posted some screen shot before. We have suspended that and develop this one. Lucky I have already spend lot of time study TGE in pervious game, so this time we just modified most of the script to make a new one.

In the new game, I have modified:
1. Tile Terrain
2. Reflective water (with bump mapping)
3. Simple animated DTS drop in terrain (no need to build Datablock)
4. Static DTS shadow
5. Sprite character
6. Grid based terrain moving (blocking not detected by collision, it is grid looking, better for path finding)