Trent Polack's site for cats, games, game development, and undeniably powerful sociological insight all with a healthy dose of narcissism.
One Step Closer to Total Completion
Published on August 10, 2005 By mittens In Game Developers
I've spent the last two weeks of my time with Torque doing nothing except tweaking the GUI that I plan to use for my upcoming projects, and tonight I can finally say that I'm done with the damn thing. I created every image completely from scratch, which I'm still proud of, then tweaked and re-drew every texture about three or four times, then tweaked and re-wrote some of the GUI scripts and the inner GUI core code. And it's done.

I would've had this done far sooner, but this weekend has been the first time in the last two-three weeks that I've really devoted to actually coding (I've occasionally opened up VS.NET and tooled around a bit with miscellaneous stuff), and it's been a lot of fun. I've cooked up some fantastic ideas for the game demo I'll be working on to show off all of the things that I plan on adding and changing within Torque, and although it won't be done anytime soon, I should be able to get some fairly impressive screenies up within the next month. No more details for the time being, but it should become apparent fairly soon (in a few weeks, as I have finals coming up) what I'll be aiming for.

And now some screenshots of the GUI. I still have a couple things that I want to change, namely the fact that the chat box's messages are always being displayed, so I want to throw in a bit of code to make the messages fade away over time, but other than that I'd say that the GUI is pretty damn-near finished, in all of it's very Steam-esque glory. I would like to stress that, although visually simmilar, absolutely nothing was copied from the Steam GUI. Not a single pixel, RGB value, or anything else. I did this entirely from my memory of what I liked and disliked about the GUI. Also, the grey color is mostly a placeholder. I'll probably colorize based on the mood of whatever I release. Who knows though. Or maybe I'll skin it with a ridiculously bright, colorful, and overly-large cat-based texture set. WHO KNOWS.

Anyway, here are some nice little screenies. Over the next week, I really want to get a weapon in-game and working, so that's probably what the next update will entail.


Comments
on Aug 10, 2005
Are you using the standard Torque Game Engine, or have you moved on to the Torque Shader Engine? I'm getting involved on a project where the dev just decided to scrap the old and go for the new.

Any shots of the HUD UI yet? Seems you have the options and chat boxes done up, but not much of the in-game UI yet.
on Aug 10, 2005
I'm currently using the Torque Shader Engine. It's a bit rough right now (really rough), but by the time Milestone 3 hits, I think it'll be in a very usable state. Currently (I'm using a build from about three weeks ago) it's usable, but very rough around the edges, and not nearly as polished as TGE 1.3. So I'm currently just working on various features of my upcoming game that won't really need to be updated whenever a new version of the shader engine is released. I just finished up the menu GUI and I'm in the progress of getting a single temporary weapon (which, in function, will be in my game, but not the current placeholder model/art) working exactly the way I want it to in my game. I probably won't post an update on the project another week and a half or so (I have finals next week).

As for the HUD, I'm not planning on working on the in-game HUD until further down the line. I'll probably get a couple of in-game text pieces just to inform me of the status of items/health and such, but nothing that will be seen in the final game.