World Building Question
by Alan H · in Torque Game Engine · 04/10/2006 (1:59 pm) · 0 replies
Hey all,
I'm using TGE 1.4 + TLK + Ragdoll (with the hopes of importing to TSE later) and am building a modern city for use in a single player adventure/RPG prototype. I have a the various building models sans interiors and am using Gamespace 1.6 to build out city blocks for placement. I'm using a city near me as an "inspirational template" so it will have a skyscraper buisness section, sourrounded by commercial area, urban sprawl, suburban neighborhoods, mall, subway, sewers, and industrial area and has a river running along (and through) one side with the typical interstate beltway that surrounds the whole thing that you find in America. My goal is for the prototype is the city center, urban area, and limited sewers underneath, plus connecting roads and a small interstate section right now. If the prototype proves fun I plan to use it as a basis for expanding the city. So think a couple square miles that will later be expanded if I decide to move to the next milestone after my hand picked focus group plays the prototype and tells me if they had fun or not. I don't want to move past this to a major effort with a terminally flawed design.
I said all of that to ask this, I'm making the city blocks in Gamespace to cut down on the amount of objects loading (instead of loading each building individually) in the hopes of cutting down on load times. I'm trying to avoid the load screens that you in games like "Vice City" when moving from area to area so that it feels more "fluid" like when you move around "Morrowind". I hate load screens. I'm worried I'm approaching it wrong due to a conversation I remember involving collision detection. Am I on the right track of am I jumping off the deep end? Will this lower the load times by making less objects to load or will it have an adverse effect? Keep in mind I'm removing the terrain under the city blocks and big objects since I still need some visible terrain.
Help me Mr. Pompeil!
Thanks
- Alan
I'm using TGE 1.4 + TLK + Ragdoll (with the hopes of importing to TSE later) and am building a modern city for use in a single player adventure/RPG prototype. I have a the various building models sans interiors and am using Gamespace 1.6 to build out city blocks for placement. I'm using a city near me as an "inspirational template" so it will have a skyscraper buisness section, sourrounded by commercial area, urban sprawl, suburban neighborhoods, mall, subway, sewers, and industrial area and has a river running along (and through) one side with the typical interstate beltway that surrounds the whole thing that you find in America. My goal is for the prototype is the city center, urban area, and limited sewers underneath, plus connecting roads and a small interstate section right now. If the prototype proves fun I plan to use it as a basis for expanding the city. So think a couple square miles that will later be expanded if I decide to move to the next milestone after my hand picked focus group plays the prototype and tells me if they had fun or not. I don't want to move past this to a major effort with a terminally flawed design.
I said all of that to ask this, I'm making the city blocks in Gamespace to cut down on the amount of objects loading (instead of loading each building individually) in the hopes of cutting down on load times. I'm trying to avoid the load screens that you in games like "Vice City" when moving from area to area so that it feels more "fluid" like when you move around "Morrowind". I hate load screens. I'm worried I'm approaching it wrong due to a conversation I remember involving collision detection. Am I on the right track of am I jumping off the deep end? Will this lower the load times by making less objects to load or will it have an adverse effect? Keep in mind I'm removing the terrain under the city blocks and big objects since I still need some visible terrain.
Help me Mr. Pompeil!
Thanks
- Alan
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