Game Development Community

Will this happen in T3D?

by ysun · in Torque 3D Professional · 04/15/2009 (6:18 am) · 19 replies

I always thought if GG can release a full functional game base pack, there are blue guys #1 #2 #3 #4 and weapons #1 #2 #3 #4 and maps #1 #2 #3 #4, weapon change, character select, iron sight, everything are simple models but ready for a new game, so that we can put our time mainly on 2d/3d art work and simple script edit which could save a lot of time on coding and debugging. Also it's good for indie studios because most of them are unable to cover every necessary fields to make new games. I believe more and more GG engine games will appear in this situation.

#1
04/15/2009 (6:36 am)
Ysun - not sure of the specifics but yes that's exactly that I believe the aims are for the Genre Kits that will be produced, including an FPS genre kit.

#2
04/15/2009 (6:40 am)
Wouldn't what you create just be a mod then? Might as well use Source.

I bought TGE/TGEA/T3DPro with the intention to stop modding Call of Duty single player and make my own game.

All the things you mentioned are available in a base form as either content packs (for the guys and guns) and as (mostly) free resources.
#3
04/15/2009 (6:46 am)
Thanks for the replies, m8s.

Yes, it sounds like a mod, but it's more like a full elements replaced large mod which can bring income legally. If all the visual elements were replaced and weapon parameters were edited, nobody would think it's a mod.

My personally thought this is the fastest way for the indie studios to have the possibilities to feed themselves. ;)
#4
04/15/2009 (7:07 am)
Quote:a full elements replaced large mod ... If all the visual elements were replaced and weapon parameters were edited, nobody would think it's a mod

Which is what modders call a total conversion.
;)
#5
04/15/2009 (8:11 am)
Quote:Which is what modders call a total conversion.
;)

I never know there is a special words for that. ;D
#6
04/15/2009 (8:26 am)
It never really hurts though for people new to the engine or game development to see some good samples on how stuff works and replicate it. Its one of the cheif ways I feel that people will go from enthusiasts to hobbyists and eventually to full fledged game developers making their own complete products.
#7
04/15/2009 (8:44 am)
My thoughts on the Genre Kit(s) is that they are intended to be an almost feature complete game template to be used as a base for creating your game and/or learning how to setup a complete game. A specific type of game, hence the "genre kit" naming.
#8
04/15/2009 (9:12 am)
Quote: always thought if GG can release a full functional game base pack, there are blue guys #1 #2 #3 #4 and weapons #1 #2 #3 #4 and maps #1 #2 #3 #4, weapon change, character select, iron sight, everything are simple models but ready for a new game

Speaking for the FPS Genre Kit, I think I can say that:
* weapons 1-3 (maybe more)
* a couple of maps
* various types of weapon change methods (hotkeys: 1-XX, prev/next weapon keybind, and mouse-wheel cycling)
* multiple gametype setup -- currently Deathmatch and TeamDeathmatch game modes
* a dynamic weapon HUD system with current weapon indicator, individual reticles, ammo counter, and optional zoom overlay (sorry, no iron sights)

plus more cool extras will be included in a basic kit. An advanced kit will require more work and may include other things not mentioned.

But don't take my words for fact or a promise, because ultimately what is the FPS Genre Kit will be in GarageGames' hands -- I've only helped out as I could. I've been meaning to add a player selection screen.
#9
04/15/2009 (10:53 am)
(sorry, no iron sights)

I'm of the opinion that aim_down_an_iron_sight is best done as an animation, carefully configured to work with the general view/look animation. That's how I've been doing it anyway
#10
04/15/2009 (2:35 pm)
@Michael, thanks for the detailed info, now I am looking forward to getting it. ;) If possible, could you add Co-op mode as one of the game types?

@Steve, did you make the iron sight animation with the zoom overlay?
#11
04/15/2009 (4:12 pm)
My Aim_Down_Sight is keymapped to my rightmouse button, I press the button, animation moves the weapon sights in front of player model's eye_node, Field of View zooms in, how much depends on what the weapon is.

I'm using custom models, with animations made from scratch, but you could use the same principle to make a new animation sequence with one of the stock orc or blueguy, though you would have to re-export the whole model as well as the animation to get it all to work.
#12
04/15/2009 (5:25 pm)
What Steve describes is how I would want to do "Iron Sights", which requires a lot more communication between me, the artist(s), and GarageGames. I came very close to just faking it with a zoom overlay.

The gametype manager is setup to let you have (more easily) different multiplayer gametype modes such as Deathmatch, CTF, Defend and Destroy, etc, etc. It would be rather easy to extend a single player fps to include Co-op mode in any Torque engine (two teams: us -> them), but was outside the scope of the plan I was given for the basic kit.

I believe the basic kit is what is intended to ship with T3D as a replacement for the old starter.fps/Stronghold projects, so I think it's safe to assume that the final purchasable Advanced FPS Genre Kit will include more work and further features than what I've personally worked on so far.

Think of it this way: with a free basic kit you could possibly create an Unreal Tournament or Quake 3 clone out of the box -- but with better graphics capabilities -- something to learn from and get up and started with. With an advanced kit you would be able to do more than that -- something to build a complete FPS type game from.

Again, don't count these statements as a promise of what the final Kit(s) will be.
#13
04/16/2009 (7:09 am)
@ Steve, is the iron sight animation you made as the same style as COD2/4? If so, is it difficult to make it accurate?

@ Michael, I thought the popular FPS games today all have iron sights, I know some players don't play FPS games without iron sights. Faking it with a zoom overlay is a good idea, Brothers in Arms did that in the same way I guess.
#14
04/16/2009 (9:36 am)
Iron sights was just something that wasn't brought up when I was asked to help out with the kit. I was experimenting with dynamic eyeOffset(s) in combination with GUI overlays when you "zoom" in earlier this morning though. It's a bit of fakery but might be a decent "basic" implementation.

I was asked to start a thread talking about the FPS Genre Kit, what it will include, and to ask you guys what else you would want in an advanced kit. I'll try to put that together later today -- who knows, if enough people request a certain feature it may indicate to Garagegames that it's something you want.
#15
04/16/2009 (10:24 am)
If you want nice Ironsights, check out Insurgencymod.net. I don't know how its done but it's intense.
#16
04/16/2009 (11:12 am)
I agree Iorn sights would be a nice feature also having hands in first person view and mabey climbing capability like ladders/ropes
#17
04/19/2009 (7:30 am)
@ Michael,

Will the Advanced FPS Genre Kit be an official product or indie studio product? If it's an official product, is it free for T3D users or not?

Thanks.
#18
04/19/2009 (8:12 am)
@ Michael,
Adding to ysun questions, and if it is an official product is there an ETA on it? I've been talking with plastic games and they told me they are work on a FPS starter kit based on there zombie killing game! They said they hope to have it done by summer. For TGE, TGEA, and T3d to follow afterwards!
#19
04/19/2009 (9:08 am)
The Advanced FPS kit is to be a purchasable product the last I was told, but someone more "official" than I would have to speak about it's state of readiness and cost. The Basic is just that, and should ship with T3D as an "improved" starter.fps. While the work I've done could be ported to TGEa or even TGE, I'm not making any effort to do so nor have I been asked to do such.

The basic scripted features have been finished for about a month now, although I've continued to add to the repository as the mood strikes me. Level design and artwork is still coming together and work on Torque 3d is still advancing at a steady pace. Once T3D is solid and ready to go I'm sure that work will begin in earnest on the more advanced kit.

I haven no contact with the Plastic Games guys so don't know what it is they're working on. My contact with GarageGames and Torque 3D simply came about because an artist at the time was needing some early features implemented in order to test a few things, I was introduced and I possibly got a little carried away and kept adding -- the basic kit just sort of grew from there.