Game Development Community

Camelot Galway Demo Released!

by Keith Killilea · in Torque Game Engine · 12/17/2004 (6:36 am) · 10 replies

Hi guys,
We have just uploaded the demo (200mbs) of Camelot Galway adventure tour. Its a work in progress, lots to do still. The graphics or gameplay does not representive the final product which will be of a much higher quality overall. We hope you all enjoy this small piece of work with the Torque Game Engine this christmas.

www.camelotgalway.com/starcave.exe

Merry Christmas


Keith @ Star Cave Studios (Ireland)

#1
12/17/2004 (6:51 am)
This should take a while for me to download on my poor connection.
BTW: The screenshots looks great. :)
#2
12/17/2004 (7:29 am)
David,

I believe there is something wrong with the LOD as it is set in the demo. LOD level changes are suppose to be discreet, but the models in the demo changes shape right in front of the player's eyes. It might be worth while to tweak your LOD settings. Other than that, what a wonderful display of Torqueness!

Nathan.
#3
12/17/2004 (2:33 pm)
I'll have to check this out - I never got around to visiting Galway when I
lived in Ireland :/
#4
12/17/2004 (3:17 pm)
The demo was slow and jerky. Any way to turn down the res to make it play smoother?
#5
12/17/2004 (5:31 pm)
Ran just fine here... P4 & 9800 Pro.

Some nice things in it. I agree with the LOD comment.

My main issue was the download size.
Seems David pretty much zipped up a work file and posted it.
5 minutes of cleaning would knock it down by at least a third.

Was it today that somebody asked in another thread about feasible download sizes? ;)
#6
12/20/2004 (2:43 am)
Thanks for the posts. the LOD is a prob we will fix & yep the size is massive, another area we have to some more time on. We stripped down this demo from the complete city built & characters of over 800mb!
At present it does take a beast of a pc or more so a laptop to run good, we are still learning all the tricks of torque & we got a good platform to work on improvements.

The finished product will allow so much more in medieval Galway as well being able to transport back & forth to modern day Galway on different missions. Plus getting the lighting pack working in Torque adding day and night time changes, etc. etc. :) We are glad to release this version as a early demo after so many months in the making.

Any more comments would be great to hear.


Kind regards
Keith
#7
12/20/2004 (3:47 am)
Hmmm.... the www.starcavestudios.com link doesn't seem to work...

Screenshots looks cool, but 200mb for a demo seems a bit big for us
56k modem users :(

You should also give more info on the game on the site (which is also done nicely).
#8
12/20/2004 (4:19 am)
Www.starcavestudios.com is not online yet but it is online at www.starcave.com

More info will come in the new year plus an updated demo (much smaller than current version)
#9
12/20/2004 (4:20 am)
David,

I was excited to see all the job you guys had made. I think it's a good interesting project. I downloaded and installed it, but it's unplayable with my AMD 1600XP+, 512DDR, Geforce FX 5600 128DDR (probably what your game and settings don't like).

The frame rate was really low. So low that I couldn't align to the entrance and go see the city because when pressing a key, it was doing, suddenlly, a 180degree. I tryed to just tap the keyboard, no luck :). I'll try to find some time to check your settings and try to make it work with my system (If you didn't hard coded it) because I never seen a torque project as heavy as this one so it's a good test :).

Nway, good work and congrats for the release.
#10
12/20/2004 (4:27 am)
Thanks Gilles Jr
There is a known problem in starting up the demo, it takes about a minute or less for all objects to load. Make your way throught the tunnel & enter into the city through the gates, getting past this part, everything should be fine from there on.
We dont like to release buggy things with simple problems like this, however they do take time & this version is only an early release that mostly only the community in garage & Irish developers will see for the time being.

Thanks for your comments, and this project has at least burnt out 2 laptops, going on 3 to date! (we are praying for new hardware soon this christmas ;) )

Poly counts adverage on the buildings are at 450-500, which we need to readdress in the new year. Alot of buildings, n objects in it.