What's to Come
by Robert Fritzen · 01/24/2013 (5:50 pm) · 4 comments
So, with my first torque 3D pack entering the finalization steps (MAP), it won't be long before I can open my doors for official business.
It's definitely been a fun process designing a pack instead of a game. There is actually so much more that goes into creating a good quality pack because you need to think first of all outside the general box (what hasn't been done yet, and how can I contribute something that everyone generally needs). The cost analysis, well, I usually live by the I sell quality products at a great low price.
Take my first game for example, hard to beat free, especially when I love to pour updates into it. Take this pack as another example. I'm pretty much handing you the keys to my multiplayer security system and even more for a great low price.
All in all, you can expect great things to come, which brings me to the key point of this blog.
Pack #2 for me. Yes, hard to believe, I'm already making something cooler. This time, I'm pulling knowledge from my field of expertise to bring you something I've wanted in my games for a while.
The title of this pack is the Dynamic Weather Pack. No fancy acronyms this time. I'm working on something pretty cool with the engine's existing classes and adding some fun toys along the way.
This pack will add a new class to the engine called HazardPrecipitation, and no doubt in your minds you need to have to guess what this is for. Essentially, you will be able to create precipitation that damages players and can be toggled off and on by methods for your personal satisfaction, and trolling (don't we just love consoles). I'm also going to be bringing to the party some new precipitation to add to the engine (because rain alone is nice, but having more choices, like snow and ice is definitely more fun). Lastly, about the "fun" stuff. Last summer, I took a school trip to the great plains and we basically went out and observed thunderstorms for two weeks, revisit my fun moments here: (http://www.atmos.illinois.edu/projects/convec/). And I cannot stress how great it was to see a tornado out there. So, you guessed it, I'll be bringing in the means to summon down a tornado on your command. This should be an exciting pack, and I plan to release it sometime later in the year (June - July-ish). I already have that "great low price" figured out too. $10 this time.
So, expect MAP to drop sometime this weekend or mid-week, and more details regarding the Dynamic Weather Pack to follow shortly then.
It's definitely been a fun process designing a pack instead of a game. There is actually so much more that goes into creating a good quality pack because you need to think first of all outside the general box (what hasn't been done yet, and how can I contribute something that everyone generally needs). The cost analysis, well, I usually live by the I sell quality products at a great low price.
Take my first game for example, hard to beat free, especially when I love to pour updates into it. Take this pack as another example. I'm pretty much handing you the keys to my multiplayer security system and even more for a great low price.
All in all, you can expect great things to come, which brings me to the key point of this blog.
Pack #2 for me. Yes, hard to believe, I'm already making something cooler. This time, I'm pulling knowledge from my field of expertise to bring you something I've wanted in my games for a while.
The title of this pack is the Dynamic Weather Pack. No fancy acronyms this time. I'm working on something pretty cool with the engine's existing classes and adding some fun toys along the way.
This pack will add a new class to the engine called HazardPrecipitation, and no doubt in your minds you need to have to guess what this is for. Essentially, you will be able to create precipitation that damages players and can be toggled off and on by methods for your personal satisfaction, and trolling (don't we just love consoles). I'm also going to be bringing to the party some new precipitation to add to the engine (because rain alone is nice, but having more choices, like snow and ice is definitely more fun). Lastly, about the "fun" stuff. Last summer, I took a school trip to the great plains and we basically went out and observed thunderstorms for two weeks, revisit my fun moments here: (http://www.atmos.illinois.edu/projects/convec/). And I cannot stress how great it was to see a tornado out there. So, you guessed it, I'll be bringing in the means to summon down a tornado on your command. This should be an exciting pack, and I plan to release it sometime later in the year (June - July-ish). I already have that "great low price" figured out too. $10 this time.
So, expect MAP to drop sometime this weekend or mid-week, and more details regarding the Dynamic Weather Pack to follow shortly then.
About the author
Illinois Grad. Retired T3D Developer / Pack Dev.
#2
01/25/2013 (10:48 am)
I've thought of making real changing enviorment weather changes. But in the end changing things like ground texture to water movements, to wind, and scatter sky transitions, I got over welmed and stopped. Im interested to see what you make.
#3
01/25/2013 (11:08 am)
Dynamic Weather Pack... Sounds cool, like to see it.
#4
Great to hear your progress. Packs are fun to do. You can really laser focus on specific things. Good luck and I look forward to the Dynamic Weather as well.
Ron
01/25/2013 (11:14 am)
Robert,Great to hear your progress. Packs are fun to do. You can really laser focus on specific things. Good luck and I look forward to the Dynamic Weather as well.
Ron

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