Rampart remake
by Jared Bauer · in Game Design and Creative Issues · 05/10/2005 (7:04 pm) · 10 replies
Thinking of the old game I was addicted to in the arcade "Rampart" and started to think about if it would be easy enough to recreate it. If you dont know the game I am talking about you can download it for free here - I started a thread at the NewTek website, you can check it out here. I haven't gotten as far into knowing Torque as I should to do this on my own, and what I do know is rusty because I haven't done anything with Torque since last summer. I would be stoked if someone wanted to help with this, or at least if you guys could nudge me in the right direction with a few things that I know I am going to struggle with.
As I said in the thread at NewTek, my first goal is to get the camera to be stationary above the playfeild and then get the cannons to track the mouse.
As I said in the thread at NewTek, my first goal is to get the camera to be stationary above the playfeild and then get the cannons to track the mouse.
About the author
#2
Let me know if you interested and I will send you an outline of what needs to be done.
05/10/2005 (8:16 pm)
I figured someone since the invention of 3D has to have tried to remake it. I don't think it is stepping on his toes, maybe giving him some friendly competition though. It doesn't look like he has updated in a while either, I wonder if the project faded away?Let me know if you interested and I will send you an outline of what needs to be done.
#3
I would be interested in helping out. I have often thought about starting this project myself. e-mail me if you are interested.
05/11/2005 (4:18 am)
Jared,I would be interested in helping out. I have often thought about starting this project myself. e-mail me if you are interested.
#4
05/11/2005 (10:53 am)
Dan, I sent you an email.
#5
05/11/2005 (3:16 pm)
This one looks interesting! Simple&fun :D Is it still possible to collaborate? I do not have too much spare time, but I use Torque daily and I could offer some help :) E-mail me if you want more hands.
#6
05/11/2005 (4:59 pm)
Luis, your email is not listed on your profile. Will you send me an email so I have yours?
#7
I have had similar thoughts about this game. With the rise of 3D, noted by Jared, this game would be great. I have many ideas floating around based on the original, but plan to take it to the next level. I was also thinking of a final port to console/arcade. Here are some additions, but would like to keep with Rampart style:
- Saving of your castle as you progress
- Upgrades to the castle and units
- Multiplayer tournements
- Controlled ground units, basic attackers and defenders
Many more thoughts that are slowly making it to a .plan.
11/25/2005 (7:10 am)
Not sure if anyone is still following this thread, but we will see:I have had similar thoughts about this game. With the rise of 3D, noted by Jared, this game would be great. I have many ideas floating around based on the original, but plan to take it to the next level. I was also thinking of a final port to console/arcade. Here are some additions, but would like to keep with Rampart style:
- Saving of your castle as you progress
- Upgrades to the castle and units
- Multiplayer tournements
- Controlled ground units, basic attackers and defenders
Many more thoughts that are slowly making it to a .plan.
#8
I am interested to see what your up to.
11/26/2005 (9:21 am)
Bryant, sounds like you have some good ideas. We were getting somewhat close to finished, but since it we were doing it just for fun and everyone has things to do, interest was lost. Luis is in College and didnt have the time to finish, and I have no idea what happened to Dan, havent heard from him. I think we had all the 3d artwork and sound effects done. I was still working on the GUI and a couple of music tracks to finish up.I am interested to see what your up to.
#9
The plan is to move away from the current Rampart phases of attack, then build/repair, and move to a more realtime system. After a round you could then upgrade and design your castle based on the amount of prize money you have won. I was thinking:
Weapons (Balistas, Catapults, and Cannons)
Walls (Wood, Stone, short, tall)
Towers
Auxillary buildings (Barracks, siege camps, ect...)
The perspective is more of a first person view. You look at your opponent from across the valley and attack, no seeing what is behind your enemies walls unless your groud units are inside, or you have destroyed the walls.
Not sure how complex this will be, my experience with torque is limited, I have had it for awhile but no solid ideas. It seems scripting should be enough.
Do you have screenshots of your graphics. I am just starting to learn blender, and haev finally figured out how to export. Great help from www.users.on.net/~symes/gamedev/videotuts/videotuts.html
But I am not an artist.
11/26/2005 (1:48 pm)
Jared, I am still in the pre-planning phase. Trying to get all possible ideas out. We are still working on gameplay, overall objectives, which have a few snags.The plan is to move away from the current Rampart phases of attack, then build/repair, and move to a more realtime system. After a round you could then upgrade and design your castle based on the amount of prize money you have won. I was thinking:
Weapons (Balistas, Catapults, and Cannons)
Walls (Wood, Stone, short, tall)
Towers
Auxillary buildings (Barracks, siege camps, ect...)
The perspective is more of a first person view. You look at your opponent from across the valley and attack, no seeing what is behind your enemies walls unless your groud units are inside, or you have destroyed the walls.
Not sure how complex this will be, my experience with torque is limited, I have had it for awhile but no solid ideas. It seems scripting should be enough.
Do you have screenshots of your graphics. I am just starting to learn blender, and haev finally figured out how to export. Great help from www.users.on.net/~symes/gamedev/videotuts/videotuts.html
But I am not an artist.
#10
Do you already have a team together? Do you have a few things established already?
11/26/2005 (2:42 pm)
We were using Lightwave. Dont really have any screenshots... Do have pics of some of the artwork. At our first milestone, there was a glitch where you would enter first person mode and you could still fire the howitzers where the mouse was pointing. So you could run to the top of a mountain and fire a bunch of shells to some valley on the other side and look above your head and see the shells passing by. I dont know why, but it was fun to do that. It shouldnt be too hard for you. Torque is not easy from the artist side of things and if you go slow, it is easy to forget where the correct files are, latest textures... which set... I wouldnt step into something like that again with Torque unless it was foot to the floor.Do you already have a team together? Do you have a few things established already?
Associate Tom Spilman
Sickhead Games
I still would like to do it, but i would hate to step on someone elses idea... i'm too much of a nice guy i guess. ;)