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Free Video Game from Concept to Release

by JD · 07/05/2013 (11:56 pm) · 6 comments

Terran Conflict centralizes around the storyline that Europa, a moon that orbits Jupiter (Also rumored to support life-seriously it can or could according to Professor Brian Cox(world known Physicist)) has shown signs of life, intelligent life-that rivals our own and they've come to our doorstep to take over. In this First Person Shooter you will be fighting aliens in a Team Deatchmatch style gameplay in open areas and in closed quarters.

From Start to Finish Checklist:

Complete Basic Team based gameplay (Check)
Get weapon and player models into it (Check)
Start working on 4 different maps (1 done)
Revise player and weapon data to balance game out more (Not done)
Revise sounds to fit weapons better (I've identified all alien weapons as needing to be revamped)
Create a weapon scroll/switch function (I need help lol)
Build Master Server (Started but need help-pursuing it currently.)

About the author

Check out my website: http://lethonline.com/ *a home for all gamers!*


#1
07/05/2013 (11:58 pm)
Current Problems:

I spawn as one team/armor and I get spawned as a Soldier then respawned as the other character.
#2
07/08/2013 (5:20 pm)
so I've pretty much solved this, now I'm fighting an issue of not spawning in the correct spot, I spawn from 1000m above the surface lol... any help?
#3
07/08/2013 (5:47 pm)
Make sure you are spawning the player at the transform of the spawn node.

You will want some type of group structure:
Red team
-> nodes
Blue team
-> nodes

Some of the team resources showed this. So that may give you an idea to put it in to yours.

There was also a resource that helped to spawn you at say 2m above the terrain. So you didn't have to fiddle with the spawn nodes to make it perfectly the right spot.

I haven't had time to look at this, maybe put up a few screenshots and a bit more of an outline.
#4
07/12/2013 (9:37 am)
Thanks Edward I did get those fixed. I now have working spawn points in the map, working teams with different player classes that have different weapons.

What I'm facing now is trying to utilize a tutorial(www.garagegames.com/community/resources/view/5907/2#comment-93831) to map a key to cycle my weapons or rotate thru them. I want to give each player class 2 or three weapons, but it's not feasible to bind each and every weapon to a number key, nor is it preferred to fight that way. Game play needs to be faster than that. So far no success

The second problem I'm facing is a master server. I'm following this tutorial:
www.garagegames.com/community/resources/view/21921/1#comment_form but am having an issue with index.php on line 30.

I will be posting the game up tonight for download, you can grab it and take a look. If you're on steam add me (username: lethedethius@hotmail.com) and we can talk... or play the game via IP connect.
#5
07/14/2013 (3:15 am)
Well I found this that indicates weapon toggling is already ready in Torque3d but yet it doesn't say much more...

http://docs.garagegames.com/torque-3d/official/content/documentation/Introduction/NewFeatures.html
#6
07/14/2013 (5:19 pm)
I've contracted out and have a jet pack in the works
www.lethonline.com/community/uploads/photos/65.jpgBetter image: www.lethonline.com/community/modules/myalbum/photo.php?lid=65
Currently I've corrected the weapon toggling so now players have multiple weapons that you can cycle through by pressing q. I'm currently working on the crosshair reticle's while some other parts of my dev work on the maps