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Fated World first test, AKA Torque 3D test creation.

by Kevin Mitchell · 05/05/2009 (4:29 am) · 13 comments

So the long wait is over. The new engine is here, so I'm really excited to see what I can crank out for my game with the new HQ Candy Engine, I mean Torque 3D...

Below is a first test at the first town in my game, this town is a small town, the home of the main characters Tori Miyazaki, and Mika Magami.

History: This town is name plainly Hunters Town being that it is the origin of the world organization of hunters that are the main occupation in this world. This atmosphere for this town is leaning towards small yet lush in the feeling of what's to come in the game.

I still have some more work to do with the learning and adaptation of the new engine but I hope I can show my progression in this project.

I am basically alone in this project, but I am going finally going forward with this after about 2-3 years of planing and changing ideas here and there. Hopefully my 'jack of all trades' skill set can get me though this. As game development is my true passion.

I want to bring to this game a feeling of everything missing from RPG's of today. Get back to a good thorough story, enjoyable characters, enjoyable environments, skill systems and other customizations, and a lot of side events that carry you throughout the story. Not to mention a battle system that's fun and enjoyable to play. Hopefully I can get this happening. And I'll be sharing my progress with you.


Hunter's Town Preview...

Be it that I'm a beginner I'm looking for some really mean feedback's, I don't want to be gone easy on just because I'm a novice at the actual development. I want to bring something amazing, or at least something that doesn't suck. Happy Viewing and please help this novice out ^^.

-Kevin Mitchell
-12 CatBlack Studios

Edit: Yes the sun is active and is traveling under the world at night, I still need to write day night transitions. For right now I have the sun on auto animate elevation.

#1
05/05/2009 (6:15 am)
Nice looking environment!
#2
05/05/2009 (6:57 am)
"Candy Engine"
thats got such a sweet sound to it.
nice work there Kevin.
#3
05/05/2009 (8:02 am)
Great job kevin. Nice use of the FPS Environment Pack.

I would recommend tweaking the specular materials/values for all of the art so that all similar materials are in about the same range. That will help the art from the different packs feel more like they fit together. So for example, all of the wood, all of the stone, etc.
#4
05/05/2009 (8:06 am)
Cool never thought of that. Thanks Todd.
#5
05/05/2009 (10:50 am)
Very nice! I love how you have kept to your description of the town perfectly. Add in some NPC's and the town should really come alive =)

Great work!
#6
05/05/2009 (5:07 pm)
Nice environment. Horrid performance.
#7
05/05/2009 (5:09 pm)
Thats pretty awsome!
#8
05/08/2009 (10:41 pm)
@Kevin: looks like a great start. You sound like you're serious about the project :-)

For a part-time hobby/indie project with Torque 3D... My thought is one might get further joining forces with some others to form a like-minded team. For example, myself :-). Just an offer. If not, then I still hope your project goes well as a solo project instead. Thanks

#9
05/09/2009 (3:10 pm)
@Peter

I'd like to join forces but I'd like to get the confidence that I can do this first, which is why I'm working on my own on this first project. But I'd love to talk and discuss ideas and knowledge we have. Having people to brain storm with is far and few between in my circle of friends.
#10
05/09/2009 (8:40 pm)
@Kevin:

I think if you do a project solo, you'll have to be a bit more jack-of-all-trades, and not necessarily get to focus on the aspects you are more interested in? (Such as 3d modeling vs. level editing vs. areas of the code etc)

If you potentially change your mind, let me know. Can see (www.garagegames.com/community/blogs/view/17191) or join (www.mepem.com/game/forum/) or some post contact info.

Otherwise, I'll probably continue to see some posts from you on similar topics here :-). I noticed we were researching some of the same starting-from-scratch-inside-torque-3d type stuff.

Thanks

#11
05/10/2009 (4:14 am)
I have book that will help in your arsenal that I LOVE, though it may be old it's still have some good knowledge in it.

"Programming Role Playing Games with DirectX" from Primer Press

Continue to stalk me cause I'm sharing some of my custom packets in my update blogs if it helps at all or if someone new to this needs a place to start.
#12
05/10/2009 (7:36 pm)
Yea I feel like programming books get outdated faster than they should, especially if they focus more on particular technology/programming rather than about algorithms/design. Even if you were just learning basic programming through something like Java, I kind of feel like it's probably better to use the latest (or reasonably close to it) version of Java. And the computer graphics stuff has been changing very fast (well, many things are still the same basics, but also plenty of new stuff too).

For example, I think a book like Design Patterns: Elements of Reusable Object-Oriented Software (November 10, 1994) takes longer to get outdated, because it's just about conceptual object oriented programming design patterns.

I actually have that book you mentioned btw (January 2002)... From when (back in the day when it was semi-new and) I was starting with some basic DirectX Windows stuff and OpenGL stuff, and game code/design interests. I think "Programming" is in the title since it's a coder book. Or a coder book with some rpg game design stuff from a coder perspective.

I think it's a significantly different experience to (start from scratch with DirectX, such as engine building) vs. (work with an existing higher level game engine like Torque 3D). Though obviously plenty of conceptual overlap potential too.

#13
05/10/2009 (7:41 pm)
Well the coding might be old but the logic is still good. IMO the Mad Lib script and the NPC logic is till good.