Forums Index >> General >> TT3D: Rolling Our Own?
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Brilliant that sounds like fun! But.... $100!!
I'm sure the Demo is great but there must be a catch...
Alot of us don't have that much to spend anyway!
Last edited: Wednesday, March 01, 2006 at 1:44:18 PM
@Edgar
I understand, but for the older players the money is really nothing. It's the amount of time that such a project would require to design, develop and test that is the real issue here. Are there enough people interested enough and talented enough to pull this off?
Ah yes.. Now I understand.. Sorry about that! :'(
I'm not sure if people are aware but this is what we modders use to create the custom maps you play on today. TGE has a demo but the indy license is $100. Not much if you ask me.
I'm not sure how you would go about making a TT like game. Seems like it would be a copyright infringement case.
@Napalm
Glad you mentioned that. Most players do not know that you guys use this tool and that it isn't free, neither is the time you guys invest in designing new maps for us all. We truly appreciate all the time and effort you all contribute for the good of the game. The same for the admins who host and monitor private servers and these new maps.
As for the copyright infringement, obviously the new game would have to be different enough in order to avoid legal action. Nothing is totally original anyway. The main thing that separates TT from all of the other shooting multiplayer games out there is the cartoonish style of the tanks. If we simply design realistic tanks then we will have already by-passed the biggest hurdle. For example, here is TANX
which is another online multiplayer tank game. I don't like it much but it clearly shows how we can emulate tanks without legal concerns. We can just make it better. Incorporate the best elements of TT and other games and make it our own.
For example, we could add the option of playing outside the tank as soliders who could hide up on a hill and be a sniper or do hand to hand combat or drop grenades into tanks. In scrum, the players could run while carrying the flag (of country) while shooting opponents. We could still do tricks and jump off pads into the goal and off trees and rocks, etc. Instead of a cartoon tank it could be an avatar of a solider.
Last edited: Wednesday, March 01, 2006 at 2:56:49 PM
Hmmm... I'd love to do this, alas I hardly know much about scripting... (and I'm sure that alone takes like 2 years to learn)
However I am good at design, I know how 3D works (with the proper tools ofcourse)
Here's just a prime example, done from a very basic Graphics editing program (Paint Shop Pro)
[smaller version]
I made this for a series of Medals I'm creating for the SA army to show rank within the army
Sure I could have made it flawless, and symetrical, but for what it's worth, it will do B)
**..::I am thoroughly...
amused:::..**
Oh oh... Check out what I found... BraveTree has already released a TankPack
You've got to watch this small video clip of these elements in action (including soldiers attaching realistic looking tanks!!). Windows movie Clip of TankPack
. Here is a QuickTime link
.
Here is another content pack add-on from BraveTree for characters.
TankGirl Pack
(not the faker).
This pack contains a fully functional charcter setup to run in the Torque Game Engine with a full set of animations and scripts.
The character was setup using a custom skeletal rig (no character studio Biped) and includes all the necessary animations required to work with the default Torque Game Engine player class. The skeleton can easily be re-used for other characters by simply deleting (or modifying) the existing mesh and using one of your own creation.
This pack includes all of the character animations in one file that can be exported as a single DTS so that you dont need to monkey around with scripts to get it working in game. If breaking up the file into multiple animation files for separate DTS and DSQ export is desired, instructions are provided in the documentation to do this.
The source art is provided in 3dsMax (version 5), Maya, and Milkshape Formats. This pack also contains additional documentation about the setup of the character, and notes about how the player class in the Torque Game Engine handles the animations. Note that the 3dsMax version does NOT require character studio.
The female character mesh comes with two skins (texture maps), one depicting a stylized military uniform, and one sci-fi outfit. The Photoshop (.psd) file with the base skin texture is included so that you can create your own custom texture.
This pack also includes an assault rifle weapon (with scripts) and documentation regarding the Torque Game Engine player class and how animations need to be set up to work effectively.
This pack was tested using TGE 1.3
Here are some compelling reasons to purchase content packs:
You can experiment with a set of "widgets" that are beyond what is included in the Torque Demo Application.
You can quickly prototype your idea, solving the "chicken and egg" problem of needing to attract team members in order to build a product that is good enough to "attract team members."
It gives developers access to commonly used items for a reasonable cost.
It frees artists up to make game specific content, rather than spend time making commonly used items.
The developers who have created the shapes have experience with real time games, they are guaranteed to work, and they are of the highest quality.
The cost of the shape is reasonable considering how much time you would have to spend to create the shape and/or contract the shape out to an artist.
These shapes have been expertly tuned to work with the Torque Game Engine
I like the idea, but I don't think it will work.
Its hard enough to coordinate a TBML match, let alone develop a game without the convenience of being able to walk over to the next cubicle and slap someone in head for not getting some crucial bit to you so you can continue on with your piece of the project.
Besides, I don't think any of the wish list features we've discussed here in the boards has ever really warranted a complete rewrite of the game, just additions to the current code. I've always held that I'd like a little more realism in the tank physics, which I would think would be a scripting issue to replace the current code.
@Rabban
Here is a TT Wishlist
that I've compiled thru time from many threads on PTT about things we want to see in the game.
There are several open source cross-platform applications available that make it possible to coordinate such a project across the internet including shared whiteboards, for remote conferencing & brainstorming, and shared document editors.
Most of which are free unless intended for commercial use - which is to say once a project exits the Blue Sky stage folx will need to pony up the scratch.
The most difficult problem to solve, though, would be project management. Project management is the task of coordinating the disparate elements of a project so that what's needed is available when it is needed. Management of even a modest project requires both experience & time.
The underlying task is not so much to create a better or different ThinkTanks as it is to create a game experience that yields a comprable level of player enjoyment.
Torque certainly appears to be adequate for the implementation of nearly any 3-D game idea.
...granpa sluggy...
Some exciting ideas, pai. I'm currently majoring in Digital Design, and something like this could be fun for a Senior Thesis project. Can you wait 4 years? :)
@per
lol.. Sadly, I have a feeling most of us will still be here playing the same version of TT!!!
So, yes, check back with us when you graduate (hopefully in four years, five if you get addicted like the rest of us..lol).
By the way, great game last night! You and I played well together (especially for the first time) and beat a tough duo in Canadian B*D*SS and john90120 (never can remember his name!)!
I checked the wish list and saw that one of my ideas had been implimented. I think -z- gave us the blue/green skin option for a season of CTF. Sweet!
It seems that JamesBomb's idea of different types of power-ups would be easy to do with the scripting talent we have here.
So maybe we could just think about doing a 1.5 version of TT.
Give me an exportable 3d program fro mac (or, if I get the pc, pc) and watch me soar! XD
I am taking a couple comp graphics couses next year, but I don't want to wait that long...
Pardon my rudeness, I cannot abide useless people.
Bump... C'mon people, we can actually do this!
Pardon my rudeness, I cannot abide useless people.
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This might sound crazy but what do y'all think about developing our own new 3D version of TT?
Checkout the new Torgue game engine released by GarageGames! Sure it would take a lot of hard work and a little money ($100 for core license plus $50 for expansion pack) but I think where there's a will there's a way.
The first thing we would need to do is get talented coders/designers/modders signed up. I think all of the usual elite designers could contribute much to the development of TT3D. The second thing would be to setup a paypal account to handle donations from TT players who want to be a part of it. Third, we would all vote on the features we would like included in the next version. Join the TTFan club to share ideas.
Obviously, we would need to change the name and the whole look and feel of the game for legal reasons.
What would we call this new Tank-like game? HellSpawn? HellOnWheels?
There are tons of excellent tutorials for the Torgue engine .
Here is an excerpt from the GG website:
CREATE YOUR DREAM TODAY
If you have ever dreamed of creating the next blockbuster game, but lacked the resources, money and know-how, the Torque Game Engine (TGE) is for you. For just $100, you can own everything you need to create a complete, full-featured game--everything from a casual puzzle game, military shooter or a massive online role-playing adventure.
1. Download a free fully functional demo to explore the possibilities. No obligation whatsoever.
2. No small print, ROYALTY-FREE licensing. Full publishing rights to do what you want.
3. Full C++ source code to the engine for infinite modifications rather than limiting libraries or script-only access.
Torque is a true cross-platform AAA game engine in the same category as the Source and Unreal engines -- just with an infinitely smaller price tag. In fact, as the original technology behind Dynamix/Sierras Tribes, Starsiege and Tribes 2, Torque is industry-proven and is now an integral part of some of todays hottest indie hits, such as Marble Blast, Orbz and ThinkTanks. It is a future-proofed development platform that will support you well into the technology of tomorrow.
With such features as graphics, audio, input, scripting, tools and the best network code available, Torque lets you easily bring your ideas to life on any platform and then port it over to Windows, Mac OS X or Linux within hours. Plus, you can collaborate with GarageGames supportive and enthusiastic online community of fellow game makers. Torque is the ultimate game engine for the independent developer.
Last edited: Wednesday, March 01, 2006 at 1:45:23 PM