TGE Programmer looking for a team that needs a melee system
by Alex Scarborough · in Jobs · 08/10/2005 (12:48 am) · 12 replies
Over the past four months I've been developing some Torque technology which I would like to start putting through some more stressful testing. This technology is a base that allows for a variety of gameplay effects. One of these is a very powerful melee system, allowing for the flexibility and ease-of-use of the normal image system, combined with the power of having an actual object mounted to the player. With little tweaking, a melee system based on this code could achieve a variety of different weapon and shield effects, each of which could be fully customized to the project's needs.
Here is what I'm offering: If your project needs a powerful melee system, get in touch with me, get me your needs, and I'll get to work fine tuning this base to suit your needs perfectly, with no superfluous code. I'm looking for paid work however. Because this melee system would be based on preexisting code that I have written, a simple flat fee will be charged for the base. Custom tweaking pricing will be decided when/if a deal is made.
I apologize for being vague. I'm trying to keep this somewhat under wraps until the base is at least feature complete. In its current state it can easily handle a melee system like I've described, but there is quite a bit more to get it to what I consider feature complete.
For those of you worried that this "preexisting code base" might be little more than a bunch of community resources strung together, I can assure you that a melee system made with it would not use a single line of code distributed via a community resource. Not intentionally, anyways. (The full base contains only one community resource, and a melee system would not need that functionality)
Here is what I'm offering: If your project needs a powerful melee system, get in touch with me, get me your needs, and I'll get to work fine tuning this base to suit your needs perfectly, with no superfluous code. I'm looking for paid work however. Because this melee system would be based on preexisting code that I have written, a simple flat fee will be charged for the base. Custom tweaking pricing will be decided when/if a deal is made.
I apologize for being vague. I'm trying to keep this somewhat under wraps until the base is at least feature complete. In its current state it can easily handle a melee system like I've described, but there is quite a bit more to get it to what I consider feature complete.
For those of you worried that this "preexisting code base" might be little more than a bunch of community resources strung together, I can assure you that a melee system made with it would not use a single line of code distributed via a community resource. Not intentionally, anyways. (The full base contains only one community resource, and a melee system would not need that functionality)
About the author
#2
08/10/2005 (1:29 pm)
I sent you an email. I hope to hear back from you soon!
#3
This si just a thought, but why not work up a simple demo that covers the basic abilities of the system.
If you think it's good enough, send it to GG for a critique.
My thinking is, you could create a code content pack (not unlike the Synapse Lighting Pack) that users can purchase and integarte into their existing builds.
- Easy for the user (contingent upon proper documentation) as well as easier AND more profitable for you.
~Just a thought.
08/10/2005 (1:35 pm)
Alex,This si just a thought, but why not work up a simple demo that covers the basic abilities of the system.
If you think it's good enough, send it to GG for a critique.
My thinking is, you could create a code content pack (not unlike the Synapse Lighting Pack) that users can purchase and integarte into their existing builds.
- Easy for the user (contingent upon proper documentation) as well as easier AND more profitable for you.
~Just a thought.
#4
Oh, and I desperately need some art for a demo. It is a little relient on having a segmented model. I posted a help wanted ad, I'm just waiting for someone to get back to me on it.
08/10/2005 (2:00 pm)
I'm way ahead of you. The main reason I'm not talking about it much is I'm waiting for Josh to actually get back to me. I've been talking with him about this for a little over a month now. You can take a look at my profile for a rough status report on how complete it is. The main thing is that I have a use for this base that will benefit all games, which is what I would like to sell, however the base itself is complete and has far more uses than just the one I'm interested into making a codepack.Oh, and I desperately need some art for a demo. It is a little relient on having a segmented model. I posted a help wanted ad, I'm just waiting for someone to get back to me on it.
#5
08/13/2005 (11:20 am)
Might I just add that my studio, Urban Games, is an official licensee of this technology, and it's damned impressive stuff (mainly because Del is our coder :P). 2ndl Del is a hard working guy who WILL work to meet your requirements and deadlines, so if you could use this stuff, drop him a line!!
#6
The email address on your profile bounced back, Del...whats the new one?
08/22/2005 (6:19 am)
Ive been wrestling with a melee system myself. Ours isnt in the fantasy genre, but Im going to email you to find out more if thats ok.The email address on your profile bounced back, Del...whats the new one?
#7
08/22/2005 (6:24 am)
I wouldn't mind a little more information on this. I'm currently working on a game that will need to have a melee system integrated quite soon.
#8
You must have planned and coded with some idea in your head... Was it for and RPG (Dungeon Siege) , a 3rd person fighting (Matrix comes to mind), First Person fighter (The Chronicles of Riddick in first part without the gun) or Tekken?
How did you test it?
You have to give us more than... "I have a melee system", it's like saying "I have car, who wants to buy it...?"
:-)
08/22/2005 (6:37 am)
I would like to see it in action... You must have planned and coded with some idea in your head... Was it for and RPG (Dungeon Siege) , a 3rd person fighting (Matrix comes to mind), First Person fighter (The Chronicles of Riddick in first part without the gun) or Tekken?
How did you test it?
You have to give us more than... "I have a melee system", it's like saying "I have car, who wants to buy it...?"
:-)
#10
As for my email address, the one in my profile is right, I have no clue why it would have bounced. Try delerium_10101 at yahoo dot com
08/22/2005 (8:37 am)
Maybe I didn't quite make myself clear. I do not have a melee system. I've got a base of code that I've written for Torque that can be easily extended to do a wide variety of things. One of those things just happens to be a melee system which is apparently in high demand. The base of code is really quite simple. It allows you to mount another convex collision mesh to any DTS based object, at any time, at any node, and to remove it just as simply. This new collision mesh is its own GameBase derived object, which allows it to have a variety of callbacks. In effect, it is an extremely advanced hitbox. The melee part of this comes in with how easy it is to get these hitboxes to properly match animations, and also run active collision detection.As for my email address, the one in my profile is right, I have no clue why it would have bounced. Try delerium_10101 at yahoo dot com
#11
I think i tested most of the melee resources and made my own approach , i need a real good melee code but i dont have time or skill to make it my self.
But to buy one i need something to test and see if it works like i want to , and it must be a reliable hit detection that works every time in a multiplayer enviroment , othervise i use the one i already have.
08/22/2005 (1:24 pm)
It sounds lovely , but like all other say make some kind of demo ,so we can test it .I think i tested most of the melee resources and made my own approach , i need a real good melee code but i dont have time or skill to make it my self.
But to buy one i need something to test and see if it works like i want to , and it must be a reliable hit detection that works every time in a multiplayer enviroment , othervise i use the one i already have.
#12
08/22/2005 (3:10 pm)
See above. I do *not* have a melee system. I have a very nice collision system. If you want to see a demo, I could probably put one together in a few days (I lack art, and this system relies quite a bit on having an artist). The collision system has gone through testing (yay for setSimulatedNetParams) and I have to say the results impressed me. Even though the collision is server side only, it still properly registered on the client even with a ping of 3,000 and a 70% packet loss rate. Given that the entire collision and damage system exists server side, and even client side effects are initiated from the server and then started on the client via a couple of NetEvent subclasses, I would say that even in very poor network conditions, it will still perform quite well.
Torque Owner Nick Zafiris
I would be interested to finding out what other "gameplay effects" can be achieved through the base.
Our project does need a good melee system, it's a horror/RPG game. Will tweaking be done through script? I would also like to know what other features it has.
I understand if you don't wish to talk about it in detail publicly though. Feel free to email me.
Nick