Game Development Community

dev|Pro Game Development Curriculum

11 Dias a Ixtlan: Dia 2

by Gibby · 10/17/2012 (1:21 am) · 2 comments

Dia Dos: 'Una Paleta en Blanco'


Hola!

Here's the second day of progress on Arroyo Seco. The original terrain file I'm using didn't tile well, so I tweaked the TGE version until it did. From TGE the terrain was exported as a heightmap and then imported it into the Torque3D project.

Here's the terrain as a wireframe:

www.toltechgame.com/blog/AS_Wireframe.jpg


Here's with a 'metro' [ruler] material. I use this as a guide to make sure the gameplay elements are exactly the same for fairness:



www.toltechgame.com/blog/AS_Terrain.jpg


Once the terrain was in, I merged the cliff assets I had on hand into the project, and began adding them to the level. Dan Keller's mod was indispensable for 'feathering' in the terrain to match the cliffs. To insure that my gameplay would remain balanced, I also imported the TGE interiors I used as the team bases. These are only placeholders for now - I'll lose these as soon as I have better looking models ready. Here's with a couple of RRGTS cliffs and a ball base:



www.toltechgame.com/blog/AS_Rough_Features.jpg


In addition to level geometry, I added in the markers and spawnpoints for two team gameplay. While I was at it, I just had to be a feature creep and merged in Daniel Buckmaster's 'Walkabout' navigation addon!!!

Day1
Day3

#1
10/17/2012 (2:16 pm)
Cool start. I actually love those 'grid' textures... very Tron or something. Hope Walkabout works well for you! I'd recommend a large cell size, given the size of your map and its sparsity so far!
#2
10/18/2012 (12:32 pm)
@Daniel:

Thanks for the heads-up. I'm trying not to get too deep into AI world so I can finish this level. So far it's pretty amazing...