New Showcase Level

Friendly conversations, and everything that doesn't fit into the other forums.
31 posts Page 1 of 4
marauder2k9
Posts: 159
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Wed Apr 04, 2018 12:10 am
I was curious about possibly starting up a team to create a showcase level for torque3d. I remember wanting to do this before but unfortunately life kind of got in the way.

Been playing a lot of far cry 5 over the past few days and have been getting a few ideas for things that torque in its current state is definitely capable of. The showcase needs to show the beauty torque is capable of and does not need to run perfectly on every system. It is a showcase rather than a playable level.

The idea is simple. First person shooter with some objectives, mainly simple waypoint objectives with some enemies at certain locations. I can get some really high res textures and sound effects where i am and create some really nice textures too from older photographs and things that i have collected over the years.

The level i was thinking about in my head goes like this:

Player starts in an underground base and has to collect a crowbar and break open crates to find a key to open a door to get out(could come up with a more in depth puzzle type deal but this is simple stages) Typical industrial sort of underground setting with rusted leaking pipes built from modular assets then u exit through a doorway with the key into a forest area with high res trees and foliage im thinking of a dense typically european forest not a tropical climate with rolling fields and things like that. As soon as the player comes out of the bunker there are dead soldiers strewn about and he picks up a hand gun and ammo from these soldiers and tries one of their radios(it doesnt work). The level then progresses as you see a house off in the distance that you have to get to to hopefully call for help, once you reach the house you see enemies around it (im thinking some sort of alien creatures) the player has to kill the alien enemies then enter the house. Once inside the house the player tries to use the phone but once the phone is picked up the phone doesn't work. Then aliens spawn in and attack the house and the player has to fend them off. Once the aliens are killed the next objective is to find the key to a truck parked in the garage/shed outside and then you get into the truck and then fade to black.

The breakdown
GUI Necessities
-UI markers for objectives that highlight in 3d space.
-UI text for current objective possibly a tickbox animation on the ui when the objective is completed.
-Weapon readouts for ammo and weapon in hand
-Weapon Select Screen.

Artwork Necessities
-As stated all modular artwork - house needs to be in several pieces not just one model. the underground bunker needs to be modular artwork as well
-Animated particle emitters for smoke and bullet hits.
-Tracer art for alien projectiles and bullet projectiles
-HIgh Res Textures for indoor and outdoor environments.
-Human textures for body parts bullet wounds etc

Sound Necessities
-Sound of a pistol (could use stock torque sound here)
-Ambient sounds/distant animal sounds
-Steam escaping sounds
-Water drip sounds
-Bullet hits and whizzes
Bullets need to sound different compared to what surface they are hitting same as footstep sounds as i remember Azazel was working on something like this to add into 4.0?

Game Mechanics
-Puzzle goals
-Objective goals and triggers
-enemies spawning at key moments

AI
-Ai doesn't need to be too smart as they would be spawning in moments before the player sees them although they cant know the player is there before they are seen or the player gives themselves away.
-Some cover points.
-Some path-finding around the house.
The walkabout addition that was added as mit should be able to cover all of this, the enemies will only need to have one waypoint when they spawn in the second time which is attack the player in the house.


This is pretty much all ive thought about so far, torque is capable of some beautiful renders that would rival some of the engines that are out there today even without PBR although the end goal is for this to be released with 4.0. But the current level that comes with torque doesn't really show it at its best i love torque and want to bring some new attention to it and only way i can think of other than finishing a game and releasing it is to do a good level for it.
Duion
Posts: 966
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Apr 04, 2018 12:23 am
Thats already far too work intensive for just a showcase level.

Just the garagegames demo they released did cost them $100 000 or so to make, don't know if it was the chinatown or pacific demo, but just so you get an estimate about the amount of work or money such an undertaking will cost.

And thats not that much yet, the bigger engines probably spend much more on their demo, probably millions.

So there is no way this is going to happen for Torque, you also have to consider that what you are suggesting as a demo is already a better more complex game as the average indie title that is released as a full game.
marauder2k9
Posts: 159
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Wed Apr 04, 2018 12:31 am
I really don't mind working on it for free and it wont cost me anything to do because i already have all the equipment needed to do everything i stated but certain things im not that good at so i would need help. I don't see how it would cost that much if anything at all only time and it could end up being something we will all benefit from if it draws some big attention to the engine. It just seems that torque needs a re-boot to go with the new engine release and a showcase level might be the way to go. I just need people who can devote some time to help me with whatever they can
Duion
Posts: 966
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Apr 04, 2018 1:10 am
If you really want to do it for free, then fine, but you would be probably the first then, in case you get it done, since in almost all cases nothing gets ever done from my experience.

I remember the time when the engine was first given into the community, we made a trello board with all the tasks of stuff to do, including example assets, templates etc. After a while of nobody picking any task or doing anything I thought I had to do something, so I picked an easy task and picked making the new example terrains, immediately when I picked that task and told others, multiple people got angry at me saying "who are you that you are allowed to decide that you can just make the new example terrains? We have to vote on it, who is allowed to do it" and some others even claimed, they will be making terrains now as well, which never happened of course. So I just finished them anyway and uploaded them, but by then the project was already abandoned and nobody cared anymore, so my work was totally ignored until this day and the 2-3 other people who picked also tasks just vanished as well without ever contributing anything.

So we can watch back now at a 5 year period at doing nothing and a few times inbetween where people at least claimed to do something, but then got all enraged over each other, that they sabotaged everything so much, that everyone ended up again doing nothing like before.

This forum just exists because someone just did it, despite many people being against it, otherwise we still would have no community platform and would have to use an abandoned spam filled garagegames forum. So in case you want a demo, you probably just have to do it. don't expect any help.
Jason Campbell
Posts: 253
Joined: Fri Feb 13, 2015 2:51 am
 
by Jason Campbell » Wed Apr 04, 2018 1:16 pm
I'm pretty busy but I do think that this is a great idea. In my opinion, it would be better to try to get it in 4.1 so that 4.0 can be used to create it. I wonder if we contacted GG about releasing their past art packs, they might release some assets to MIT. I'm thinking the aliens and weapons. Twisted just released his AI kit to MIT.
Duion
Posts: 966
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Apr 04, 2018 1:33 pm
The demos are already released to MIT, but it was probably ignored as well. So before you do anything, think about also doing marketing, since if nobody knows about it, it is the same as it does not exist.
marauder2k9
Posts: 159
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Wed Apr 04, 2018 6:14 pm
I started working on the assets for the bunker last night, i think i want to make all new assets leave the old assets were they are, while they are great i just think something new is required for this, in for a penny in for a pound type thing lol only its going to be released for free.
Chelaru
Posts: 199
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Wed Apr 04, 2018 7:11 pm
Hi. I like the idea. It will be a bit work intensive if you are new to t3d. When you are on the last steps, i can provide some eye candy shaders and light presets. But this should be on the last phase.
Duion
Posts: 966
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Apr 04, 2018 10:05 pm
I started working on the assets for the bunker last night, i think i want to make all new assets leave the old assets were they are, while they are great i just think something new is required for this, in for a penny in for a pound type thing lol only its going to be released for free.
If you are not a professional artist, it is not very likely you will produce something that is better than the demo assets for example. It will also set you back months or even years in your time schedule.
marauder2k9
Posts: 159
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Thu Apr 05, 2018 6:21 am
Hi. I like the idea. It will be a bit work intensive if you are new to t3d. When you are on the last steps, i can provide some eye candy shaders and light presets. But this should be on the last phase.
Thank you :D that'd be perfect i want to incorporate anything from the community i can so that its not just one person getting credit for it. Torque community made showcase. I'll upload images when i have something brought in to torque. Any of yas ever used blender sculpting to make ground covers and cliff faces? I'm starting to use it to cut detail into certain assets atm but im seeing more and more level designers using the likes of zbrush for more organic large scale assets

And don't worry duion i know the amount of time it will take this ain't my first level and i'm not new to t3d so i understand the magnitude of what i'm talking about here but I'm not gonna be deterred from taking it on.
31 posts Page 1 of 4

Who is online

Users browsing this forum: No registered users and 2 guests