Aztlan Alpha Phase 2 – Recap

While on tour this past month, Garage Games released its most advanced game engine, TGEA, for OSX. Now begins the process of merging my TGE-based project to the newer technology

Knowing this was inevitable, I’ve spent most of my development time integrating the GUIs so that my hybrid FPS/RPG game can fully utilize the amazing effects of Faust Logic’s AFX code. I hacked together Zod’s multi-gametype code with the AFX code and the results look something like this:

A player approaches with a mounted weapon

…a player approaches a camp where some guards stand sentry and one patrols…

player toggles to magic mode

…player toggles to point-and-click magic mode…

...and then to 3rd person...

…back to 3rd person…

...and then jumps on a bike...

…then jumps on a bike…

In its stock form, the AFX code is ‘hard-wired’ as a WOW-style RPG game. I merged the scripts and assets (no easy task) into a Tribes2-style file structure enabling me to not only use the magic effects as-is, but also use the code to enhance my sci-fi weapons:

screenshot_arctic101

…a target is acquired, guided missile launched…

screenshot_arctic11

BOOM!!!

Eventually a player’s class will determine which which abilities he will have but for the sake of this tech demo you get everything, making for some hardcore deathmatch games.

Another feature of Alpha Phase 2 are the multiple gametypes, made possible using Zod’s system. I had just begun developing the game mechanics that will define my project when the new TGEA code was released, so I’ll likely be in code mode for a while longer, but most of my work on the interface will port over, so I’ll finally get to work on some new eye candy…

…stay tuned…

…Mago

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