Thursday, March 02, 2006

Buttons & Cameras - Why it's so important to get them right

Some of you are probably wondering what is up with the lack of news updates once again? Well the simple fact of the matter is that we are working on and testing out a lot of changes and features that are pretty cool to us, but are also in a butt-ugly testing state too.

Most of these changes, testing and tweaks have to relate to controlling your character and the camera system that Realm Wars uses, which is single handedly the most important system of the game. When I speak of controls I don't just mean pressing a button, I am also speaking of how the character reacts in the world as well such as how fast can he rotate, minimizing how much the player slides when going from a run into a sidestep and so on and so forth. Essentially the goal here is to make your character feel as though they are a part of the world and are responsive and not a floating camera with a weapon stuck on it.

This is something that we have fought with (especially Markus) for the past few weeks and what we have tried to do here is a lot easier said than done. Its far more involved than just getting all your mapping assigned to the right input, but also ensuring that it feels right (ie. isn't too twitchy but isn't unresponsive either) and adding in features that allow us to tweak the settings. Markus has done an incredible job at getting all of these changes in to where the game is starting to feel real good as you control it. There is still a way to go with this but everything feels as though it is on the right track here towards being something that people will enjoy using from the very moment they start playing the game.

Second area where most of our recent changes have come from are with the camera system. Once again this is one of those areas that you probably look at initially and say "ya so what, its a camera, its what I see" but there's so much more to it than just that. Much like in cinema, cameras in games heavily influence many aspects of the medium and brings in an expectaction to the viewer of what to expect. A camera needs to essentially work hand in hand with the controls so that the player doesn't feel boxed in or confined with what they can do and thus heavily influences their actions.

With Realm Wars 2 we have fought a lot with trying to get our camera angles and positions setup just right and so that it complements the controls. It's always amazing to test out something locally and think that you are on the right track and then realize that it absolutely sucks when you are trying to do a multiplayer game. Through a lot of trial and error we thankfully have something that we are quite happy with (as well as alternate angles that we can test out in game at a click of a button) and feel really helps complement the controls as well as influence how you want to view and most importantly play the game.

Well thats the low down on the key things that we have been working on lately. I wish I could say more or provide some screenshots but most of this stuff is something that you will just have to sample when it comes times. On the plus side though with these two key elements well on their way to being "final" it does allow us to focus once again on building brand new art and missions that work hand-in-hand with what we have done here with the controls and camera. Stay tuned for more updates as the week goes on.

Tuesday, January 31, 2006

Realm Wars CP Download Links Restored

FYI the download links for both the PC and Mac version of old Realm Wars CP (WWDC 1101 build) are working once again.

Saturday, January 28, 2006

Download Link Issues

Last week the servers that host the files for Realm Wars including the Realm Wars Community Project build releases was transfered to a new server. Unfortunately some of the files did not transfer over correct and as such the download link for Realm Wars CP will give you a 404 error.

We are working on resolving this issue and hope to have it fixed by this weekend. Sorry for any inconveniences that this may cause you.

Monday, December 19, 2005

Updated to Torque 1.4

Markus has successfully ported all of our code up to the new Torque Game Engine 1.4 release which provides us a whole bunch of useful new additions such as performance enhancements for PC & Mac, Unicode support, updated world editor tools and so forth.

As for other updates to Realm Wars, unfortunately we have had the need to keep a bit of a low-profile on some of the new features that we have been working on. Hopefully in the near year we can get some new screenshots out to go along with a planned new site :)

Friday, October 14, 2005

Jeff Tunnel's Thoughts on Realm Wars 2

Jeff Tunnel, one of the founders of GarageGames, took some time to post his thoughts and comments on various games that were brought to IGC this year including the Milestone 1 version of Realm Wars 2 that we brought:

"Realm Wars 2, Wow! So good that GG will be partnering with MG to bring this product to life." - Jeff Tunnell


Sorry that I cannot say anything else about what this may mean, but I thought that I would pass along word to those of you who were curious.

Tuesday, October 11, 2005

IndieGamesCon 2005

For those of you who are living under a rock, you might not know that Realm Wars 2 was shown off at the LAN center at IndieGamesCon which was held in Eugene, Oregon this past weekend.

Although the game is still rough (its just Milestone 1 right now) you will be pleased to know that Realm Wars 2 was voted by attendees as the Best Multiplayer game at the show! This is quite an acomplishment considering that Realm Wars 2 hasn't been in development all that long and there is still more to do.

Also for those of you who missed it, Realm Wars 2 was the Image of the Day on GarageGames.com...

Monday, September 19, 2005

Mission Screenshot

Sorry for the lack of updates, the team has been pretty busy working on the last of the tweaks that we need to get done to show the game off at Indie Games Con 2005 as well as get the closed beta up and running. In the mean time though here is a screenshot of the new RW mission...

 

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