Implementing multiple gameplay modes
by Tom Spilman · in Torque Game Engine · 01/10/2005 (8:14 pm) · 4 replies
I've gotten pretty familiar with the C++ side of Torque, but i'm just now delving into the script side and how the gameplay is setup.
Our game will consist of two modes of gameplay; first person and a side scrolling shooter. I'm starting to consider what it will take to have these both of these gameplay modes in the game. At the moment these modes will be in different missions and will not support multiplayer.
So could someone give me a push in the right direction here? I suspect it's an easier issue that i'm currently thinking. Do i need two game.cs files? Would it all be a mode switch in the camera and player controller (whatever those are in Torque)? Thanks.
Our game will consist of two modes of gameplay; first person and a side scrolling shooter. I'm starting to consider what it will take to have these both of these gameplay modes in the game. At the moment these modes will be in different missions and will not support multiplayer.
So could someone give me a push in the right direction here? I suspect it's an easier issue that i'm currently thinking. Do i need two game.cs files? Would it all be a mode switch in the camera and player controller (whatever those are in Torque)? Thanks.
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.
#2
01/10/2005 (9:31 pm)
Script side is like a childs toy compare to the C++ side, to be a little crude... so you'll be more than fine, just think simple
#3
01/12/2005 (4:56 am)
With some script magic (and maybe the aid of the advancedCamera resource), you can have your game work in both first person and side scrolling modes. You'll need different action maps for each mode, and switch between them when you need. For side scrolling, you'd remove all strafing and yaw changes. When pressing left or right, set the move forward variable and set the yaw value to turn the character to the opposite direcition if needed. You'd need some extra tweaks to keep it from straying from the sidescrolling path, depending on your level.
#4
01/12/2005 (2:42 pm)
@Manoel - Our side scroll mode uses a ship and not a person... so it's a little different than that. Gonna allow the designer to setup nodes to define the movement path, camera transitions, speed changes, direction choices, movement constraints for the ship, etc. I will be integrating the advancedCamera resource to follow the moment of the ship and stuff. Maybe i'll take a swipe at integrating the first person mode to it.
Torque 3D Owner Matthew Langley
Torque
search resources for advanced camera to learn more about manipulating the camera... one game.cs should suffice, look through it, most if it handles game connection and map initiation actions... you'll need to probably create two functions for different game loading though