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Suiting Up for the Big Game

by Gibby · 11/07/2014 (4:48 pm) · 4 comments

So after having attempted a couple of game jams using the Torque game engine, I decided to give it another go and enter this year's 7DFPS. This time out, I have more experience with meeting the strict time constraints imposed by a jam, and know now to be prepared. I'm reminded by one of the rules we have in my 'real' job in show business:

'Proper Prior Planning Prevents Poor Production'

Since the jam rules are more than a bit vague, I've decided to borrow Igor Stravinsky's model of imposing rules on oneself to force creativity open by complying with the self-imposed restraint. My restraint is that I'll allow myself to have my own T3D version close enough to similar engines such as UDK that I'm starting in at least an equivalent place but create the actual gameplay during the seven days of the jam. Remember it's a GAME jam, not an engine-tech or model-building race. I've not finished my prior attempts because of getting bogged down so this is my biggest rule. To this end, I've compiled, run and tested each of the changes I'll make to the base source code and scripts, and used the assets from my earlier jams to setup my own base 'template' from which to start. I've left the actual gameplay and level-specific art for the jam, but in the meantime, I replaced most of the stock 'FPS Template' art with assets I've either purchased or created on my own. I also added the features I'd need to have something close to UDK. I could have used another engine such as UDK or Unity of course, but part of my idea was to build the game on an open-source engine and demonstrate what can be done with Torque. My engine is very close to other T3D/MIT projects such as Greed, in the sense that it is an 'advanced FPS' version of Torque. So, here's an almost complete list of the engine/script/shader changes I'll add to make it function somewhat like UDK/Cry:

Walkabout
Sahara
Sean Rice's '[HNG] Battle Royal' engine changes/ports [Weapons/Vehicles/Teams/Classes]
Gibby's '[HNG] Sentience' Vehicular AI
Robert Fritzen's T3D micro paks
Ribbon Nodes
Liman Shaders
Screen Bokeh
Flares

As well as assets:

Arteria Cavepack
Dexsoft Desert Plants
3D Assets from TurboSquid, Arteria, Dexsoft, Renderosity, 3DFoin, and numerous indie T3D vendors rigged by me in 3DS Max using DoIt!, Ecstasy Motion, Ultimate Unwrap and Milkshape Pro

All-original particle textures, weapon reticles, and other 2d assets created by me in Photoshop/Genetica/Flash, etc., optimised for DDS format with add'l maps in
DDS Convertor/Mr Normal/Shadermap Pro

'Gibby's Rocks' created in Medusa
'Gibby's Trees' created in Forester Lite

So, essentially I have the equivalent of T3D's 'Full' template, with the source changes I needed to create my FPS. I re-skinned, team-skinned and even re-rigged most of the models to match the background fiction of my sci-fi world, so most of everything will match aesthetically as well function within my engine/script changes. This involved adding Normal, Spec and Accu maps to the 2D assets, as well as adding T3D-specific nodes/collision to models where needed.

Concept: You're the Alien, not ME!

Drawing upon some of my ideas as a social activist I thought to create a game where those who are thought by some as 'alien' are actually an indigenous species that is being subjugated by a foreign aggressor. The intention is to let the game make the statement more than any of my words, so I'll not discuss the social element of my project here any further. Suffice it to say the concept is that an organic, insectiodal race known as the 'Mantis' are being invaded by a cyberdroid empire. This is all set in a traditional FPS gameplay frame, but the twist here is that player assumes the role of a 'badguy' from any other game (what if the Zerg were merely protecting their own homes?). I'll leave an option in there to play a driod of course, but for the sake of the jam the design is based on the standpoint of the Mantis being the 'good guy'.

My main character will be the Mantis from the GG 'Alien Art Pack'. The Mantis has all the requisite animations and setup to work without much more effort from me, so this will serve as the default character, using team skins I created in Photoshop from the original assets. I'll also use the 'Alien Weapon Art Pack' weapons as the starting point for my own using a number of my own and third party assets to make them unique. I have found that in very few instances will third-party assets do what you really want them to do in a game engine. I taught myself how to rig in Max and use Photoshop to create/alter textures so that whatever assets I my purchase or create, they become my own unique thing by the time they make it into the engine.

Stay Tuned!

#1
11/07/2014 (7:23 pm)
Like. Looking forward to hearing about your results!
#2
11/07/2014 (11:15 pm)
Sounds like a plan! Can't wait to see how it goes.
#3
11/08/2014 (5:19 am)
I'm awaiting to see how things turn out :)!!
#4
11/08/2014 (1:47 pm)
If I get your social references you should include things that the CyberDroids are doing right from the UN Guidelines: forced sterilization and forced abortion. I am not making this up. This is in the UN guidelines for 3rd world countries on how to "deal" with them.

You could make their heads light blue too. Just a thought. Also, I am fully aware that my country does provide soldiers to act with the UN. So my country is complicit with the rules we impose on other countries. I hate it, but I am not naive enough to think it is "other people" doing this crap.

Go Gabby!