Game Development Community

Creating an independant level (mis) generator

by Ali Khan · in Torque Game Engine · 04/14/2005 (7:32 pm) · 13 replies

Hello All,

I was planning to develop a tool that can generate .mif files. I will not use any torque code. I will only look at the mif files provided with the demo as reference.

I will then sell this tool as a product on GG.

Does this voilate the licsense agreement?

+

Does any one think it is inappropriate?

I would appreciate you guys helping me out.

Thank you.


Ali Khan.

#1
04/14/2005 (7:34 pm)
Why is this necessary is what I keep wondering? If someone can use the built in editor why would they pay for another one? I read about that city code a little ... I guess that could be cool but I don't know all the benefits of it yet.
#2
04/14/2005 (7:38 pm)
If you own TGE, you have to source code to the in-game editor, which already works well. If you want to add special functionality, you could mod that, and if its helpful to others it could be submitted as a resource :-)
#3
04/14/2005 (9:02 pm)
What is a .mif file?
#4
04/14/2005 (9:04 pm)
Basically I wish to use a technology I have created to make realistic cities. THis technology generates the cities programmatically using a given configuration.

I am working with an artist to get the dif files. I will place these dif files in the mission file according to the city generated by the city generation engine.

The user will thus get a whole level generated with just of few mouse clicks.

This is the main product. So for the product to be compatible with torque I would need to generate the mif files.
#5
04/14/2005 (9:05 pm)
Sorry mis file the mission file !!
#6
04/14/2005 (11:16 pm)
Even if this approach is ok from a licensing standpoint, I am with dreamers rant on the other thread. If you are using the knowledge of the community (especially mine) you should be respectful enough to support the infrastructur that carries the community (which is paid by GG as a result of paying customers of GG).

And btw I thought your tool would be creating the difs, too. To write a script that scatters .difs into a mission file should be no more than twenty lines of python code.

Whatever - more hints from me only in the private forum.
#7
04/14/2005 (11:35 pm)
Dirk "dirkk" Krause,

Okay so you want me to buy the SDK. I get that.

But look at it this way. When I will post my product on garage games for sale then GG will get 50% of my profit too which will hopefully be more then $100.

Plus I would be adding a product to the community.

I think that would strenghten the community more.

And GG community must stand on the quality of its products and services. Instead of demanding support it should attract support. The community members should buy products because they need them not just for support. Because eventually all comes down to a bargain.

I would like to hear your thoughts on this
#8
04/15/2005 (12:04 am)
I don't think they'd really support such a product. As Dirk said throwing a bunch of .difs around a mission file isn't the toughest thing to do. It's great that you want to support the community but this little concept would be better if you just got the SDK and contributed it as a resource, not a product.

I mean ... does it generate like New York, London, Paris, Tokyo, etc... If it recreates real city layouts then maybe I could see it working. Otherwise if it just creates some generic cities ... it doesn't seem like much of a product anyone would buy.
#9
04/15/2005 (12:16 am)
Jeremy,

Please review the thread. It has a lot of information about the product.


Development Marketplace >> Game Services >>
City generation technology

Especially focus on my discussion with Ted Southard
#10
04/15/2005 (12:29 am)
That explains a bit better. People still seem to feel that it leaves a bit to be desired though. I'm sure it could work with a few things behind it.
#11
04/15/2005 (1:07 am)
To me, it's more a matter of attitude - the one expressed above I don't share (not to speak of the negative marketing effect).

Speaking of marketing, it would've been helpful if you finally posted some screenshots so that we know what you are trying to achieve - and sell.
#12
04/15/2005 (7:33 am)
1. Buy the SDK. You cannot provide a commercial release from information leached or modified from the demo.
2. Create a proof of concept demo which shows it with ten different colored boxes (or "buildings"). Make a movie of it.
3. Create a proof of concept demo with a single extremely complex building with ten gradient textures (which should give you a different look for each building and simulate a complex texture). Make a movie of it.
4. Buy Timothy Aste's content pack for buildings, utilize your click-able city generator (hopefully with a DIF directory selector ala ShowTool Pro) to place complex buildings around the map. Make a movie of it.
5. Look at the formats for things like Campaign Cartographer and AutoRealm as importers.
#13
04/18/2005 (5:40 pm)
Isn't there any garage games management person here who can tell me what liscense covers my product.

I have been mailing them too but I am getting no replies.

What can I do?