Introducing myself and anouncing my project
by Larry Ellis · in Game Design and Creative Issues · 07/25/2007 (6:42 am) · 9 replies
Hello everyone, my names Larry and i've been hovering around the garage games site for a while now, going over all aspects of the torque engine to see what it has to offer.
I have been designing a game over the past 6 months or so while another project is on hold due to my project partner being tied up with real life work loads. The other project is for the nintendo ds and is an fps thats based on a popular pc franchise.
The reason i have been attracted to torque is because my new project is set on an island thats roughly 3km's wide and 4km's long, and the torque engine looks to handle large outdoor environments very nicely.
I have not had the chance to really go over the site and forums and look at all the projects that people are developing, so if anyone can shed light on any questions i ask it would be most appreciated.
Firstly a little about the project.
The game is a first person perspective action / adventure game with an emphasis on stealth, realism and physics.
It takes place on a tropical island roughly 3km's wide and 4km's long, the island will feature a vast range of flora and will be populated by several species of animals.
The storyline and player history will unfold throughout the game, but basically you awake on the beach and have no idea where you are.
The game will be completely non linear.
Only once you have finished the game you will know what it takes to reach the end goal, and then you can stuff around and complete it as quickly as you wish.
The environment will be as interactive as possible, most objects that are small enough to be picked up can be used as weapons such as; rocks and sticks. Objects can also be thrown to turn them into projectile weapons.
The player will eventually have access to a large assortment of various man made weapons, but where these are obtained and what they are is a story element that i wont reveal here.
The island will of course have a history of human presence, and it will have some form of current human presence, but i wont go into any detail about it here.
The environment will feature many levels of foliage density, ranging from open fields and dense fern covered forest, to lush tropical rain forest and redwood style plantations.
The game will feature a day night cycle, but the duration of the cycle is yet to be decided.
The player will be subject to hunger and hydration requirements as well as fatigue.
The player will be required to maintain thier hydration and hunger levels by drinking fresh water and consuming anything edible you find on the island such as animals and fruit.
Fatigue will be based on sleeping, meaning the player will be required to sleep every so often. Faliure to do so will result in poor perception, delayed responses, etc.. How often sleeping is required is yet to be decided as i want to the game to be fun, i dont want a simulation of real life, this is a fun game with realistic elements.
This should give you a pretty good idea of the game i'm designing without giving too much away.
At a later date i will reveal more about the project and show its true potential.
I'm currently designing all characters and world objects using lightwave, which i will then import into torque using convertors or something. Any suggestions here would be great.
My initial environment creations have been with Lightwave, Photoshop and Earth Sculpter, but i have just purchased L3DT professional version which i will create the island with then add further details within torque's terrain editor as its needed. Torque's terrain and texture editing potential seems really good so far, if anyone has any suggestions for really detailed terrain editing it would be appreciated.
One final note about this project is that i had originally intended it as a nintendo wii game, but memory requirements may be a problem, time will tell.
All questions, comments and suggestions are appreciated!
Thank you.
I have been designing a game over the past 6 months or so while another project is on hold due to my project partner being tied up with real life work loads. The other project is for the nintendo ds and is an fps thats based on a popular pc franchise.
The reason i have been attracted to torque is because my new project is set on an island thats roughly 3km's wide and 4km's long, and the torque engine looks to handle large outdoor environments very nicely.
I have not had the chance to really go over the site and forums and look at all the projects that people are developing, so if anyone can shed light on any questions i ask it would be most appreciated.
Firstly a little about the project.
The game is a first person perspective action / adventure game with an emphasis on stealth, realism and physics.
It takes place on a tropical island roughly 3km's wide and 4km's long, the island will feature a vast range of flora and will be populated by several species of animals.
The storyline and player history will unfold throughout the game, but basically you awake on the beach and have no idea where you are.
The game will be completely non linear.
Only once you have finished the game you will know what it takes to reach the end goal, and then you can stuff around and complete it as quickly as you wish.
The environment will be as interactive as possible, most objects that are small enough to be picked up can be used as weapons such as; rocks and sticks. Objects can also be thrown to turn them into projectile weapons.
The player will eventually have access to a large assortment of various man made weapons, but where these are obtained and what they are is a story element that i wont reveal here.
The island will of course have a history of human presence, and it will have some form of current human presence, but i wont go into any detail about it here.
The environment will feature many levels of foliage density, ranging from open fields and dense fern covered forest, to lush tropical rain forest and redwood style plantations.
The game will feature a day night cycle, but the duration of the cycle is yet to be decided.
The player will be subject to hunger and hydration requirements as well as fatigue.
The player will be required to maintain thier hydration and hunger levels by drinking fresh water and consuming anything edible you find on the island such as animals and fruit.
Fatigue will be based on sleeping, meaning the player will be required to sleep every so often. Faliure to do so will result in poor perception, delayed responses, etc.. How often sleeping is required is yet to be decided as i want to the game to be fun, i dont want a simulation of real life, this is a fun game with realistic elements.
This should give you a pretty good idea of the game i'm designing without giving too much away.
At a later date i will reveal more about the project and show its true potential.
I'm currently designing all characters and world objects using lightwave, which i will then import into torque using convertors or something. Any suggestions here would be great.
My initial environment creations have been with Lightwave, Photoshop and Earth Sculpter, but i have just purchased L3DT professional version which i will create the island with then add further details within torque's terrain editor as its needed. Torque's terrain and texture editing potential seems really good so far, if anyone has any suggestions for really detailed terrain editing it would be appreciated.
One final note about this project is that i had originally intended it as a nintendo wii game, but memory requirements may be a problem, time will tell.
All questions, comments and suggestions are appreciated!
Thank you.
#2
I will personally see that the polygon counts are as low as they can be without looking bad (no character model will ever go higher then 2000) with lod used as much as possible to help with performance.
I am more focused on creating a game world that feels real and complete, rather then making something thats all flash with little substance.
I'm a big fan of the forest areas in the HL2 Ep2 trailers, its a great balnce between realism and fantasy, its definitely the look i'm going for, but on a larger scale.
My initial designs are intended for the nintendo wii, and because of the quite low fixed resolution we shouldnt have too much trouble with performance.
I just recently got far cry on the wii, and i must say that i'm quite impressed with what the wii manages to pull off. There are some really impressive moments with very high levels of foliage, detailed landscapes and plenty of texture variety. The levels are huge too, but not close to what i'm after.
Its definetely inspiring to play far cry, it gives me hope that this project is possible on the wii.
Ill be updating the project page soon with a little background story i'm putting together about the island the game is set on, it wont reveal what you will see experience on the island, only explain its history a little better.
07/28/2007 (2:42 am)
I dont intend to go very high with the graphical detail of the game. Texture resolutions will be kept to a minimum along with texture counts.I will personally see that the polygon counts are as low as they can be without looking bad (no character model will ever go higher then 2000) with lod used as much as possible to help with performance.
I am more focused on creating a game world that feels real and complete, rather then making something thats all flash with little substance.
I'm a big fan of the forest areas in the HL2 Ep2 trailers, its a great balnce between realism and fantasy, its definitely the look i'm going for, but on a larger scale.
My initial designs are intended for the nintendo wii, and because of the quite low fixed resolution we shouldnt have too much trouble with performance.
I just recently got far cry on the wii, and i must say that i'm quite impressed with what the wii manages to pull off. There are some really impressive moments with very high levels of foliage, detailed landscapes and plenty of texture variety. The levels are huge too, but not close to what i'm after.
Its definetely inspiring to play far cry, it gives me hope that this project is possible on the wii.
Ill be updating the project page soon with a little background story i'm putting together about the island the game is set on, it wont reveal what you will see experience on the island, only explain its history a little better.
#3
The over the top bagging the game was given by ign is proof that most gamers are becoming far too demanding. Being brought up on a diet of normal mapping, shaders, real time whatever and anti aliased everything, its no wonder that whenever a game lacking these features it is considered bad.
The people that do the bagging are generally the types that dedicate thier lives to having the best PC that can run anything at the highest res, or are the gamers that started gaming in the ps2 days and have never lived in a time when 3d was non existant.
My pc is not a powerhouse, i run farcry and doom3 at 1024 res to have a nice framerate, while having the details all at high.
I intend to upgrade my rig soon so i can play crysis, not play it with all setting at high, just play it.
I feel sorry for the people that feel thay will need to upgrade so they wont have to worry about the fps dropping under 80 with all settings at max.
07/28/2007 (3:21 am)
I just did a quick look around to see what kind of review farcry got, and it was given an absolute flogging.The over the top bagging the game was given by ign is proof that most gamers are becoming far too demanding. Being brought up on a diet of normal mapping, shaders, real time whatever and anti aliased everything, its no wonder that whenever a game lacking these features it is considered bad.
The people that do the bagging are generally the types that dedicate thier lives to having the best PC that can run anything at the highest res, or are the gamers that started gaming in the ps2 days and have never lived in a time when 3d was non existant.
My pc is not a powerhouse, i run farcry and doom3 at 1024 res to have a nice framerate, while having the details all at high.
I intend to upgrade my rig soon so i can play crysis, not play it with all setting at high, just play it.
I feel sorry for the people that feel thay will need to upgrade so they wont have to worry about the fps dropping under 80 with all settings at max.
#4
08/07/2007 (6:35 pm)
Hmmm i have to say that people should go back t 2-d for a while to learn how to appreciate well thought games and not just things that needs a powerplant to play because think of all those wonderful games that gets turned down and personaly i planed on seeing your game out on the market soon >.<
#5
The 9 million people currently playing World of Warcraft don't think so.
08/08/2007 (5:00 am)
Quote:Being brought up on a diet of normal mapping, shaders, real time whatever and anti aliased everything, its no wonder that whenever a game lacking these features it is considered bad.
The 9 million people currently playing World of Warcraft don't think so.
#6
You need to do something radically different from the get go stylistically in order to break this. The new Team Fortress and Zelda: the Windwaker were excellent examples of this.
08/16/2007 (2:16 pm)
With Farcry and other FPS, reviewer and players ARE expecting you to push the realms of the photo-realisitc. You need to do something radically different from the get go stylistically in order to break this. The new Team Fortress and Zelda: the Windwaker were excellent examples of this.
#7
In regard to the 9 million people playing world of warcraft.. well, if you took those fancy graphical effects away i'm sure they would be still playing it, graphics dont make a game that big alone.
Also i think those numbers prove that some people need to get out more, 9 million people on this earth are
registered regular users of the same online rpg. And my girlfriend thinks I'M a nerd!
08/27/2007 (2:36 am)
I agree with you totally Gregory.In regard to the 9 million people playing world of warcraft.. well, if you took those fancy graphical effects away i'm sure they would be still playing it, graphics dont make a game that big alone.
Also i think those numbers prove that some people need to get out more, 9 million people on this earth are
registered regular users of the same online rpg. And my girlfriend thinks I'M a nerd!
#8
While the rest of the game seems intriguing I think you will be hard pressed to implement this in a fun way. If either concept is introduced it would probably have to be abstracted in a major way as niether one is fun. Drinking and eating in this context lose any sort of fun when you absolutly must do it to continue playing the game. My vision of those ideas is heavily colored by haing a dislike of anything "fuel bar" related. Pit stops for health are there to keep the game fun (by keeping it moving). Closing on the enemy only to trip or passout from hunger? no thanks.
Also Im reminded of an old Red Skelton cowboy sketch...
Deadeye the cowboy: (shoots bad guy and kills him)
Onlooker: Now why did you go and shoot him, Deadeye?
Deadeye: I could have starved him ... but it didn't seem as visual.
@ the WoW discussion
The number is over 10 million accounts. Not people. There is no limit to the number of accounts a single person can register. Larry, I believe Ben was trying to say wow was not a bleeding edge game graphically and was still successfull.
Hope your project is going well! Not sure about lightwave ... but blender has a very big selection of export utilities available.
04/01/2008 (12:37 pm)
"The player will be subject to hunger and hydration requirements as well as fatigue."While the rest of the game seems intriguing I think you will be hard pressed to implement this in a fun way. If either concept is introduced it would probably have to be abstracted in a major way as niether one is fun. Drinking and eating in this context lose any sort of fun when you absolutly must do it to continue playing the game. My vision of those ideas is heavily colored by haing a dislike of anything "fuel bar" related. Pit stops for health are there to keep the game fun (by keeping it moving). Closing on the enemy only to trip or passout from hunger? no thanks.
Also Im reminded of an old Red Skelton cowboy sketch...
Deadeye the cowboy: (shoots bad guy and kills him)
Onlooker: Now why did you go and shoot him, Deadeye?
Deadeye: I could have starved him ... but it didn't seem as visual.
@ the WoW discussion
The number is over 10 million accounts. Not people. There is no limit to the number of accounts a single person can register. Larry, I believe Ben was trying to say wow was not a bleeding edge game graphically and was still successfull.
Hope your project is going well! Not sure about lightwave ... but blender has a very big selection of export utilities available.
#9
Its sounds like an ok idea, what i am wondering is wheter there will be any persistancy? Will the tiger population decrease if you defeat many tigers and so on? Will there be any people? Will there be a really big machinegun that tears oponents into shreds?
Although, it would be much cooler in my opinion if you had to fight zombies.
Also, i would think it was really intruguing if the scenario mentioned above(passout front of enemies) was present. That would make the game world seem like a real world and not just some playpark where you can do anything and still have fair chances of succes.
04/01/2008 (4:16 pm)
The number of players in Wow outnumber the number of people in my country... (Sweden, with aprox 8 million people). And wow is reeealy graphicaly impressive(or was 2003/4/whatever), it just happens to be that the servers have too keep track on x number of players at one time, and that of course cuts down on its prettiness. The fact that all of the characters/monsters look like cliche saturday morning cartoons i exempted from this statement. For some reason people dont seem to amount for that when refering to wow.Its sounds like an ok idea, what i am wondering is wheter there will be any persistancy? Will the tiger population decrease if you defeat many tigers and so on? Will there be any people? Will there be a really big machinegun that tears oponents into shreds?
Although, it would be much cooler in my opinion if you had to fight zombies.
Also, i would think it was really intruguing if the scenario mentioned above(passout front of enemies) was present. That would make the game world seem like a real world and not just some playpark where you can do anything and still have fair chances of succes.
Torque Owner Xmadole