Uebergame - progress part 2 - start
by Duion · 04/14/2013 (5:14 am) · 14 comments
Initially I wanted to do some gameplay related stuff now, but again it went out designing new art and a new level, it still is the part I like most. Also tried to improve things, especially making a good preview video.
Then I took some time to upload things onto github, so others can check themselves, wanted to do this much earlier, but things looked very complicated there and could not decide of license and format, hope it is all okay now. Hope only the project is enough, because adding the rest of Torque3D would make it 5 times as big.
My plan is to add some gameplay related stuff later, so there is some simple game dynamic, but I rely mostly on others there to donate me something so I can focus more on level design, thats what I like the most.
Projectpage: sourceforge.net/projects/uebergame/
When I find some time I will put my source files together, like blend files and the uncompressed working files of the textures and maybe some things that are work in progress and not integrated yet, if someone wants to see or build upon and upload them as another repository on git.
And of course here is the new preview video, 2 minutes featuring newton and cuts:
Then I took some time to upload things onto github, so others can check themselves, wanted to do this much earlier, but things looked very complicated there and could not decide of license and format, hope it is all okay now. Hope only the project is enough, because adding the rest of Torque3D would make it 5 times as big.
My plan is to add some gameplay related stuff later, so there is some simple game dynamic, but I rely mostly on others there to donate me something so I can focus more on level design, thats what I like the most.
Projectpage: sourceforge.net/projects/uebergame/
When I find some time I will put my source files together, like blend files and the uncompressed working files of the textures and maybe some things that are work in progress and not integrated yet, if someone wants to see or build upon and upload them as another repository on git.
And of course here is the new preview video, 2 minutes featuring newton and cuts:
About the author
http://www.duion.com - Human Paradigm Specialist
#2
04/14/2013 (7:50 pm)
Nice That was Awsome man keep it up
#3
04/15/2013 (12:37 am)
You are moving right along, and I am sure the best is yet to come. I am really interested in making this island blow up like Krakatoa. For gameplay elements, I wonder if you can figure out how to get the terrain to edit itself in game, so we can make landslides or craters. I saw it once in a "turtle" game. Maybe it's worth a look.
#4
Any ideas how to nicely solve that? I want to keep the engine up to date and also make changes one day, but github thinks the thing is the same as original Torque3d.
04/15/2013 (3:25 am)
One problems I still have problems with is the way of distribution, this way it is just the project, but people will want the source code also, so I think about reuploading it again. But the whole folder is 1,6gb now and will likely grow laterAny ideas how to nicely solve that? I want to keep the engine up to date and also make changes one day, but github thinks the thing is the same as original Torque3d.
#5
Yeah sure, I spend a month building all this and you want to blow it up :(
But I have no skills about coding, I just noticed that objects are networked, but terrain and vegetation not, there was a tool kit here anounced some time ago about collaborative world design, but has not been updated for quite a while. http://www.garagegames.com/community/blogs/view/17531/1#comment_form
I can only do one thing at a time, if you have ideas you also can try them out yourself.
04/15/2013 (6:20 am)
@NathanYeah sure, I spend a month building all this and you want to blow it up :(
But I have no skills about coding, I just noticed that objects are networked, but terrain and vegetation not, there was a tool kit here anounced some time ago about collaborative world design, but has not been updated for quite a while. http://www.garagegames.com/community/blogs/view/17531/1#comment_form
I can only do one thing at a time, if you have ideas you also can try them out yourself.
#7
Don't know about that tool, but Oneworld is close to release afaik.
product page
see a video in this blog
Edit: it's a really old video Btw ;) expect heavy improvements since then
04/15/2013 (8:14 am)
@duionDon't know about that tool, but Oneworld is close to release afaik.
product page
see a video in this blog
Edit: it's a really old video Btw ;) expect heavy improvements since then
#8
So use of products would likely be limited to the creators and could not given away for free to everyone in the release.
04/15/2013 (8:48 am)
Looks promising, but the problem is, my idea is an open source project, so I stick only to open source, so I can give it away also as open and free.So use of products would likely be limited to the creators and could not given away for free to everyone in the release.
#9
04/15/2013 (9:08 am)
Ah yes thats an issue.
#10
when this project will be successfully hosted then establishing a tool for collaboration will not be tough.
04/15/2013 (9:13 am)
for now just concentrate on starting phases.when this project will be successfully hosted then establishing a tool for collaboration will not be tough.
#11
Did not test it so far, but should work.
04/16/2013 (8:31 pm)
Deleted the old repo and made a new one, cause I made a mistake, I hope all works now. Now I have a fork of original Torque3D repository and inside that a new repository with my Project, so they can be placed into each other in case engine changes and/or recompile has to be done.Did not test it so far, but should work.
#12
04/18/2013 (9:24 am)
I think to move the project to sourceforge, since you have more storage and options there and you can host releasebuilds. Git seems to be just intented for coding and not for distribution releases and large amount of media files.
#13
05/11/2013 (8:00 am)
How are your textures so nice and crisp? Mine are really blurry?
#14
05/11/2013 (4:20 pm)
Detailtexture distance is at 150 in this one, default is 50, this may be a reason, another reason may be, that I enhanced the textures a little in the image program, with sharpen filter etc. 
Associate Ron Kapaun
3tdstudios.com
Nice work! That video is sooo much better than your first and really shows off your work. Good job!
Ron