Waamu screenshots
by John Pritchett · in Torque Game Builder · 01/17/2006 (3:25 pm) · 13 replies
Waamu (working title) is a game I started developing in May 2005 using T2D. The original plan was to create a Pac Man-like maze game (seems everyone starts there) as a way to learn the engine, but I was pleased enough with the gameplay that I had implemented after a few weeks work that I decided I'd make a go at doing my first stand-alone graphical game (I've worked traditionally with multiplayer text-based games, believe it or not).
I'd say I have a total of about 4 months of work in this, even though I've been at it almost exclusively since last May (I'm blessed to be able to design games full-time, but our newborn daughter takes most of my time these days).
I won't go into any real detail about the game, but since I'm taking a break from development for a few weeks, I wanted to post a couple of screenshots, mostly for Melv and the T2D team, since you asked for samples of current work. I was reluctant to post anything yet, since I'm still using the Pac Man maze for the demo, but I hope that can be forgiven. There will be original maze designs in the finished game.
Obviously, feedback is welcome. I know you can't tell much from a screenshot.... I intend to follow up later with further details of the project. I've learned quite a bit on this project and I look forward to sharing some of that here when time permits.
Oh, one final note... Everything in this game up to this point was done entirely in script, using nothing more than the standard v1.0.2 distribution. I've recently made a few compiled changes to the engine, but only to help the game run more smoothly on lower-end systems. These changes were not necessary to create this game. Point being, you can do alot with this engine as it is, and it's only going to get better. I know this is preaching to the choir, but it's deserved praise. Great job, guys!


I'd say I have a total of about 4 months of work in this, even though I've been at it almost exclusively since last May (I'm blessed to be able to design games full-time, but our newborn daughter takes most of my time these days).
I won't go into any real detail about the game, but since I'm taking a break from development for a few weeks, I wanted to post a couple of screenshots, mostly for Melv and the T2D team, since you asked for samples of current work. I was reluctant to post anything yet, since I'm still using the Pac Man maze for the demo, but I hope that can be forgiven. There will be original maze designs in the finished game.
Obviously, feedback is welcome. I know you can't tell much from a screenshot.... I intend to follow up later with further details of the project. I've learned quite a bit on this project and I look forward to sharing some of that here when time permits.
Oh, one final note... Everything in this game up to this point was done entirely in script, using nothing more than the standard v1.0.2 distribution. I've recently made a few compiled changes to the engine, but only to help the game run more smoothly on lower-end systems. These changes were not necessary to create this game. Point being, you can do alot with this engine as it is, and it's only going to get better. I know this is preaching to the choir, but it's deserved praise. Great job, guys!


About the author
Indie developer since 1994, games include TradeWars 2002 (named 10th best PC game of all time by PCWorld magazine), TW: Dark Millennium/Exarch/Dungeon Runners, and Rocketbowl 360. Have worked for Martech Software, 21-6, EIS and Black Squirrel Studios.
#3
It's going to be a few weeks at least before I'm ready to put up something for people to try out. I have some close friends testing it out for me right now, but I have a bit of work to do, scaling back the quality of my sounds and music primarily, before I can post it here. The distribution is currently 120 meg compressed. The client.cs.dso itself is over 400K (about 17,000 lines of code). I've done some optimizations recently, but much more needs to be done.
I decided to go ahead and post a screenshot because I've been very concerned about my ability to achieve a professional graphical look. I just recently finished a graphical upgrade, converting many vector graphic elements to a pre-rendered 3D look, and I am finally starting to feel satisfied with the results. Now the question is whether this look is an asset or a liability for the game. I consider graphics to be the weak link in my skillset, so I'm working hard to get that right. Gameplay is what carries a game, but if the graphics are unappealing, not many people will take the time to learn that gameplay.
01/18/2006 (10:50 am)
Yeah, I was afraid there wouldn't be much point to a screenshot alone. I probably should have held off until I was ready to post the playable demo along with it. Sorry.It's going to be a few weeks at least before I'm ready to put up something for people to try out. I have some close friends testing it out for me right now, but I have a bit of work to do, scaling back the quality of my sounds and music primarily, before I can post it here. The distribution is currently 120 meg compressed. The client.cs.dso itself is over 400K (about 17,000 lines of code). I've done some optimizations recently, but much more needs to be done.
I decided to go ahead and post a screenshot because I've been very concerned about my ability to achieve a professional graphical look. I just recently finished a graphical upgrade, converting many vector graphic elements to a pre-rendered 3D look, and I am finally starting to feel satisfied with the results. Now the question is whether this look is an asset or a liability for the game. I consider graphics to be the weak link in my skillset, so I'm working hard to get that right. Gameplay is what carries a game, but if the graphics are unappealing, not many people will take the time to learn that gameplay.
#4
Sure enough when I went over to his office, he was looking at your screenshot. He was impressed with the look/feel, and that's saying something!
01/18/2006 (11:38 am)
I may be speaking out of turn here, but I was sitting in the office yesterday and heard from across the hallways Jeff Tunnell say rather loudly, "Wow, that looks really cool!".Sure enough when I went over to his office, he was looking at your screenshot. He was impressed with the look/feel, and that's saying something!
#5
01/19/2006 (12:08 am)
@John: If all your graphics are up to par with what's displayed in the screenshots above you needn't worry at all! It's really slick looking - just wish I was able to produce something that nice looking myself, but that'll never happen :( But hey, that's what graphically gifted friends are for, aren't they? :)
#6
I'm just starting to get some feedback from a few people who are playtesting the game. After that initial wave of testers, I'd like to put it up here and tap this community for some playtesting.
@Melv: It seems like there was a way to present a game other than just a forum post. What is the best way to really present this game to the GG community? Not just to show the demo, but to detail the design process, maybe discuss some of the programming, that kind of thing. Would that be a blog post, or would it go into the TDN now? Things have been changing around here.
@Stephen, I really appreciate the encouragement.
01/19/2006 (9:32 am)
Well, not much feedback, but what's there is definitely encouraging. Thanks!I'm just starting to get some feedback from a few people who are playtesting the game. After that initial wave of testers, I'd like to put it up here and tap this community for some playtesting.
@Melv: It seems like there was a way to present a game other than just a forum post. What is the best way to really present this game to the GG community? Not just to show the demo, but to detail the design process, maybe discuss some of the programming, that kind of thing. Would that be a blog post, or would it go into the TDN now? Things have been changing around here.
@Stephen, I really appreciate the encouragement.
#7
01/19/2006 (10:07 am)
Looks really good John. If those graphics are the worst link in your skillset then your a gifted guy! Keep up the good work.
#8
The screenshots look great. As far as the graphics go, the sprites look great, but the map looks like it needs an overhaul to bring it into the same style.
Definately looking forward to seeing more :)
01/19/2006 (10:14 am)
John: Posting a .plan is the best way to announce your work to the community at large.The screenshots look great. As far as the graphics go, the sprites look great, but the map looks like it needs an overhaul to bring it into the same style.
Definately looking forward to seeing more :)
#9
@Philip, yes, the background is only in its second design iteration. It didn't get updated along with the other graphics with this latest pass. I have high hopes for improving it. I just purchased WorldBuilder 4 that I hope will be useful for creating this and the other three environments that I want to set the levels in. The current one is rendered in Bryce 3D.
I'm torn between having a somewhat bland background that makes the foreground characters really pop, or giving the background the same kind of vibrant and saturated style. This game already runs the risk of being too busy at times. And I think of classic games like Pac Man (this game is ultimately retro, after all), where the background is simply black. What I've attempted to do here is make the maze borders obvious, and de-emphasize the rest of the backdrop. It's going to be a delicate balance, I think, between having a consistent look and trying to maintain the proper focus.
01/19/2006 (10:59 am)
@Tom, thanks!@Philip, yes, the background is only in its second design iteration. It didn't get updated along with the other graphics with this latest pass. I have high hopes for improving it. I just purchased WorldBuilder 4 that I hope will be useful for creating this and the other three environments that I want to set the levels in. The current one is rendered in Bryce 3D.
I'm torn between having a somewhat bland background that makes the foreground characters really pop, or giving the background the same kind of vibrant and saturated style. This game already runs the risk of being too busy at times. And I think of classic games like Pac Man (this game is ultimately retro, after all), where the background is simply black. What I've attempted to do here is make the maze borders obvious, and de-emphasize the rest of the backdrop. It's going to be a delicate balance, I think, between having a consistent look and trying to maintain the proper focus.
#10
-Peter
01/20/2006 (9:31 am)
I think you have the right idea with the backgound. In this type of game it doesn't really affect game play too much and so should stay decidedly in the back of the player's mind. Looks great. The differnt players have small differences that show they aren't just the same bug rendered in a differnt color. That sort of attention to detail will pay off in the end.-Peter
#11
Sorry for the delay in replying, been feeling pretty sick and still am. I'd also recommend posting a dev-snapshot as well as a plan. It'll probably get up there in a flash, especially if Jeff likes it. :)
- Melv.
01/22/2006 (4:46 am)
John,Sorry for the delay in replying, been feeling pretty sick and still am. I'd also recommend posting a dev-snapshot as well as a plan. It'll probably get up there in a flash, especially if Jeff likes it. :)
- Melv.
#12
02/06/2006 (1:54 am)
The image links seem to be broken, or did I just hit this thread during a bit of server downtime? Whatever it is, I'm interested in seeing how it looks!
#13
I'll be posting more on this as soon as I get the time.
02/08/2006 (7:09 pm)
Is it working now? I'm in the process of switching hosts so things are a bit unstable. I'll be posting more on this as soon as I get the time.
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