Game Development Community

Tower/Marker

by Jason Schneider · in General Discussion · 05/28/2002 (3:25 pm) · 26 replies

hey all,
im currently in the middle of getting my own torque project off the ground. but i have been following this one for some time and am very interested in it. i had some down time as of late and thought i would try to contribute.

this structure is based off of the tower/marker concept by shawn sharp, found here:

Tower/Marker Concept

and these are a couple shots of my renditions of it. the texture maps have not all been placed and some that have been are just stand in's for now. but i thought i would throw it out here and see if i can get some comments on it. what you may like and what you may change.

shot 1

shot 2

shot 3

there really wasn't much for a sense of scale with the origonal concept so i took it to a gargantuan proprtion. sort of a fear invoking factor.

j
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#1
05/28/2002 (3:56 pm)
True to form, excellent.
#2
05/28/2002 (4:02 pm)
If you care to, make a minor modification of a place that looks like an activation panel/switch and throw it my way and I'll code in a trigger that lights the torch if you like.

Phil.
#3
05/28/2002 (4:19 pm)
Awesome! If you would like, we can get this into the next RW build. We have some additional art in development and Rick is a day or two away from preliminary task manager.

Jeff Tunnell GG
#4
05/28/2002 (4:51 pm)
very cool,

im glad it seems to work for you guys.

@phil: thats a very cool idea, your thinking somewhere down near the base, correct?

on a side note, this is the type of 3d i enjoy doing the most. these strange structures and objects. if you have any more concepts for such things i would be very happy to try to bring them to life.

j
#5
05/28/2002 (6:44 pm)
Make a tower with the switch area and one without.
#6
05/28/2002 (8:29 pm)
thats probably a good call, so one version with the switch one with out and while im working with the file some more i will probably try to create a run down or dilapidated version of the two as well for variety.

j
#7
05/29/2002 (10:28 am)
Excellent.

if your looking for structures to build. I'm after a fairly complete viking/orc style village.

Complete with:

Temple (for buying health etc)
Storehouse (for gatherers to place thier collections)
Blacksmiths (for buying weapons)
Alchemists (for buying spells)

Village Beacon (a fairly small beacon with 4 places to stand on that effectively capture the village).

And a few ancillary huts..

Style? mainly wooden. Iron/bronze age settlement size, few dug in spikes and stuff. Viking settlements are good reference, plus the film 13th warrior is an EXCELLENT reference.

This isnt for RW officially, its for our team based mod of it.

Phil.
#8
05/30/2002 (8:50 am)
If you have a switch for the towers for the teamplay mod, you should make the fire and/or smoke change from red to blue (or to whatever the team colors are). It just looks cooler to see a bunch of red and blue smoke on top of towers scattered around.
#9
05/30/2002 (10:46 am)
Looks cool!
But I think it might be hard to spot the smoke/fire from a distance, you might want to make it easier visible...
#10
05/30/2002 (2:46 pm)
I'll stick a light and flare on top as well as some particles :))

Team colours are no problem.

Phil.
#11
05/30/2002 (3:05 pm)
That tower looks great, but doesn't seem to be easy to defend. Anything closer than the height of the tower would be free from injury, so you might want to make it possible for the defender to look over the edge to fire down on people very close to the base of the tower.
#12
05/30/2002 (4:23 pm)
Matt... it's a Signal Light tower. No defenders inside ;p

Like the bonfires they used to build on hiltops to warn about incoming armies since light and smoke traveled faster then bird or pony express.
#13
05/30/2002 (5:22 pm)
Yeah, but who in the WORLD would want to guard them? "oh someone's coming! I'll do my job and light the tower and well, be bored!"

As nice as "support" roles are, they just don't work in public play.

Or will this be triggered "automagically" as a sign of incoming intruders? If so, then it could be a pretty neat feature. Of course... the attackers have to have a way to disable em or else no sneak attacks.
#14
05/30/2002 (11:18 pm)
thanks for the kind words everyone,

i should have the modified version done in the next couple days, ill post some shots of the completed model if youd like before i submit it for a final critique.

if its not to much aditional work i think the sound of the bolt explosion would make for a really good fire eruption noise for when it is lit.

by the way phil how would you like to get a hold of this,
and would you like it in .dif .map .rmf?

and just out of curiosity does any one know when the next build is going to happen? in case i'd like to try to sneak a few more pieces in.

one more question, is there a playable(or testable)of this team version of realm wars yet?

thanks again,
j
#15
05/31/2002 (1:23 am)
I'll be making a new release of the team version next week with quite a few new additions :))

It'd be really cool to get some kind of hosting for the server, so that other people could test as we develop on it.

Normally we just meet in IRC and get a bunch of friends together to try things out.

Phil.
#16
05/31/2002 (7:53 am)
There is enough time for you to do more buildings before the next build. The Elf is being modeled right now. Once all of the art is complete, we'll do the build. When the task manager comes up (any day, I promise), we can scope out how many features we can get in the build.

Jeff Tunnell GG
#17
05/31/2002 (11:03 am)
Perhaps I can have a French server...
Can be good to deserve Europe...
Tell me if this is needed and I contact my friends to have it.

Phil, do the axe and shield will be in next build?
I really haven't time for RW by now, and I don't like entering in a project and simply doing nothing but I've got lot (and important) test. 3 week left and I'll be available every day for 2 months! :-)
#18
05/31/2002 (3:50 pm)
Jeff and Phil,

thank you very much for the info, i can't wait take to take a crack at the tasks section for this game, as well helping out with the team based mod.

speaking of this phil, you mentioned a beacon, could you elaborate on this a bit more. you said it needed to have spots for four people to stand on. anything else you'd like to add? do you want it to match the design of the village you were speaking of or something alien to that?

j
#19
06/03/2002 (2:38 am)
Hi Jason,

I was thinking of a village beacon. Basically a "capture point" that displays who "owns" a village.

I'm not sure if its right to have to have 4 players to capture. That was my initial thought. Now I think its probably better if it uses a flag carrier to capture (basically, you get a flag spawned at your home base every n minutes, you carry this flag to an uncaptured villages beacon to capture it).

How would one go about capturing a village thats already captured?

kill all of its peasants. Or (while we dont have any peasants right now). Attack with more flags.

The idea is this. Once a village is captured, it generates peasants, they go and forage for resources. Those resources produce different things (like health, armour and weapons, AND more flags). In order to take a village, you must supply more flags in its capture point than it had. So a village with 3 flags defence, requires 4 flags to capture.

Note: need some way of destroying defence flags other than simply using offence flags too.

Phil.
#20
07/14/2002 (3:33 pm)
well a little time has now past since i first posted these up here but i mangaed to alter them some, the textures i am now much happier with plus i added the switch mechanism as to phils request.

phil, if you still wish to add the code for these things please go ahead.

and to all, feel free to check these out, if you have any more comments let me know

i have the .dif files just placed in my interiors folder to make the textures work.

there are two types of marker included in this file, markera wich has the the control switch and markerb without it.

markers zip file

pic 1

pic 2

pic 3

pic 4

-jason schneider
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