Game Development Community

Metodyco

by Berserk · in Torque Game Engine · 11/01/2006 (10:42 pm) · 0 replies

Hi everyone.
I get to a good point working on METoDyCo (Torque Dynamic Code) but I wish it to do more.
The project is personal, not commercial, and is meant as a new base for starter kits and similars.
The script layer is almost finished, I'll post as a resource ASAP.
In the mean time, I'm looking for help concenring the C++ layer of it. I'll answer here to any question about it until a resource won't be available. If somebody would like to join, please drop a line here.
Basicly, METoDyCo is "just" a new TorqueScript codebase, allowing the game developer to use a real dynamic structure in its game development. Major features are:
- No more common/ folder dependency
 - Polygon and raster graphic assets are arranged like packages, so they're truly reusable and interchangeable, still keeping common aspects (like inventory in starter.fps), but yet indipendent (every package provide support for custom keybindings, shapes, textures, sounds, particles, etc.)
 - Mission themselves are semi-indipendent too: using the same terrain and almost the same mission propertyes, I introduced the "stage" concept.
 - "Stage" concept means, in the same mission, you could have a time-aware progress change in the mission.
(if your story predicts a mission in wich a building will be destroyed, you will have 3 aspects of your mission. They're: 1) Your general mission 2) Your non-destroyed building in place A 3) Your destroyed building, in place A too. Depending on the stage in wich you are, whenever you load a mission you can have different interiors, static shapes, triggers, characters, and so on)
 - ShowMod is now integrated in the creator mod.
 - The editors are fully aware about stages
 - The main control is just the camera. However, for testing purposes, you can spawn a player at anytime and take control of it with just a keypress. Same goes for vehicles.
 - Starter.fps is already ported to METoDyCo and acts exactly as the original
 - (maybe)-> editors will be called dyrectly through the console window, using command buttons or menu options
 - (maybe)-> particle editor will use the show mod for rendering instead of the real mission

Now, what does this get in business with anyone else?
Well, these are just some ideas:
- Datablock editors for static and interactive assets in Torque would be added
 - C++ code would be modifyed in order to keep things indipendent even more
 - Some kind of editing facility would be added
But, mainly, 
 - Editor and actual gameEngine would be hardcoded no more. (use editor build to develop and test the game, then the alone build to deply it)

If you're interested in this, or just curious about, please drop a line here.

Bye, Berserk.
.