Good things come to those that wait
Sunday, October 26th, 2008At least, they do in my case.
Particle effects have worked out well. Here’s a particle-heavy animation of a worker building a road:
I’ve been wanting to implement those effects for a long time. The intial shovel-scrape kicks up dust, dirt flies off to the side, and when the dirt lands, it kicks up more dust. All done with particles.
All that is courtesy of a powerful “action” system that Orcs vs. Martians has. Every action, such as shoveling, can trigger a sequence of so-called micro actions. Each micro action can play an animation, play a sound, change the mounted tool, and now, trigger particle effects. Put together, actions can now consist of an elaborate sequence of audio-visual effects, as the shoveling action does in the video. The sequences are declared in Torque script for easy editing. It’s a nice, flexible system for unit animations and effects.
It all plays client-side, so all that mounting, animation, and sound happens without consuming any network bandwidth.
I’m now working on re-laying out the game setup gui, portions of the in-game gui, and portions of the results gui. It’s going well so far - things are fitting where I want them, and the in-game gui should emerge from this re-layout somewhat simpler. Some of this work is about applying some really good feedback I got from the last beta test.
Also, much of this layout work will probably be final! That’s not to say I have all the final 2-D artwork in place; I don’t. But as far as the arrangement of gui controls, their resizing behavior, etc., this will probably be a final pass for a lot of gui work. w00t.















