[Redoing] Torchlight from Scratch

Forum for discussing the Torchlight mod toolset.

[Redoing] Torchlight from Scratch

Postby Gomer » Mon May 07, 2012 6:32 am

Hey Runic Team,

We're two developers looking to recreate Torchlight with some modifications and code from scratch using the Ogre3d engine, it's purely for educational purpose and learning, we wanna share our progress with the community and we're basically wondering if you would be okay with that. We wouldn't release anything without your permission and as we said it's purely for educational purposes.

-Gomer

Latest Update - 2012/05/31

Video:
http://youtu.be/f7fcky2HHPQ

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Fullsize: http://f.cl.ly/items/0C1W152V1a410c1C272e/sample_video7.jpg
Last edited by Gomer on Thu May 31, 2012 12:17 pm, edited 18 times in total.
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Re: [Redoing] Torchlight from Scratch

Postby Marsh » Mon May 07, 2012 6:41 am

The only thing our license agreement says is you can't make money off of it. Other then that you are welcome to use all our assets for whatever you like.

Love to see it when it's finished!
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Re: [Redoing] Torchlight from Scratch

Postby Zidders » Mon May 07, 2012 6:44 am

Gomer, no foolin, there are a ton of people here who would probably love to help you guys with testing, tips, etc. The world needs more action/rpg's, good ones. Let us help.

@Marsh Whenever one of you says that, it makes me wanna hug ya :)
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Re: [Redoing] Torchlight from Scratch

Postby Jackalhead » Mon May 07, 2012 10:20 am

Marsh wrote:The only thing our license agreement says is you can't make money off of it. Other then that you are welcome to use all our assets for whatever you like.

Love to see it when it's finished!


I love you guys. :] I wish more developers had this attitude.
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Re: [Redoing] Torchlight from Scratch

Postby Henrik » Tue May 08, 2012 3:50 am

Marsh wrote:The only thing our license agreement says is you can't make money off of it. Other then that you are welcome to use all our assets for whatever you like.

Love to see it when it's finished!


I'm the second developer on this project and I'm glad to see you're so supportive. Gotta love your attitude towards this, wish the entire industry would take after you. It'll be our pleasure to share our progress on these forums, in this thread.

Zidders wrote:Gomer, no foolin, there are a ton of people here who would probably love to help you guys with testing, tips, etc. The world needs more action/rpg's, good ones. Let us help.

@Marsh Whenever one of you says that, it makes me wanna hug ya :)


We'd love to have everyone help with testing and tips, this will be the only place we'll be posting our updates and share our builds, feel free to change our focus or direction with suggestions anytime you like.

Update coming later today.
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Re: [Redoing] Torchlight from Scratch

Postby Gomer » Tue May 08, 2012 6:01 am

We've now begun our journey of recreating Torchlight. We started with rendering a window in ogre3d, placed a camera and created player entity on a simple plane using warrior model.

Upcoming update will include basic animation blending system, for soft transitions between multiple animations, e.g. multiple idle animations.

We'll be including a proper client for you to try and play with further on when there's more to actually try.

Stay tuned for more!

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Fullsize: http://f.cl.ly/items/12033S2J1T213u2n1k0p/sample.jpg
Last edited by Gomer on Wed May 09, 2012 5:42 am, edited 1 time in total.
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Re: [Redoing] Torchlight from Scratch

Postby Gomer » Wed May 09, 2012 5:36 am

In this update we've finished our animation blending system, the video below showcases smooth transitions between multiple idle animations.

We currently have a timer that triggers every 10 seconds and randomizes between 3 additional idle animations called Fidget1-3 by Torchlight.

Video:
http://youtu.be/Ov17Yl45FGA

Image
Fullsize: http://f.cl.ly/items/160K0S0m2m0O0U2n2V1B/sample_video.jpg

Next update will include movement and rotation of the player entity. We've also decided to implement recast navigation solution to work as pathfinding for the movement of the player entity.
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Re: [Redoing] Torchlight from Scratch

Postby Gomer » Sun May 13, 2012 10:31 am

This update, we finished our movement system. We also decided upon using recast navigation solution and implemented it to work as pathfinding for the movement of our player entity. We also added smooth face-to-target rotation.

On another note, we've been considering using Torchlight 2 Beta assets since we recently got access to it.

Video:
http://youtu.be/7pxwSf1MS7k

Image
Fullsize: http://f.cl.ly/items/0b1v2j0a1Z000j1j3k39/sample_video2.jpg

Next update will cover basic combat system.
Last edited by Gomer on Tue May 15, 2012 3:58 am, edited 1 time in total.
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Re: [Redoing] Torchlight from Scratch

Postby Henrik » Sun May 13, 2012 10:57 am

Don't forget, we're very open to feedback and suggestions on what we should finish next, please let us know what you think about our project and what you want us to do in upcoming updates!
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Re: [Redoing] Torchlight from Scratch

Postby automated » Sun May 13, 2012 1:11 pm

Looking good so far. Player movement looks smooth. Camera is in a good spot. I'll be watching this thread now I found it.
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Re: [Redoing] Torchlight from Scratch

Postby Gomer » Tue May 15, 2012 3:56 am

In this update we finished our basic attack system, by simply holding down shift, your character can initiate attacks. It also automatically rotates in the direction your mouse is currently aiming. If you're running while holding down shift, you'll stop to attack and then start run again as you let go.

It currently randomizes between 4 attack animations dynamically preloaded from a template, we allow it to repeat the same animation multiple times since Torchlight does it in the same manner. Originally we made it so that it never repeated twice.

Video:
http://youtu.be/qtMZpFAqe7k

Image
Fullsize: http://f.cl.ly/items/3q3E2H0F3x323l383S2K/sample_video3.jpg

Next update will feature improvements on the GUI that we have yet to show you. We will start by adding the Bottom HUD and give your character entity values for HP/MANA & XP. It will also properly visualize on the GUI.
Last edited by Gomer on Wed May 16, 2012 1:51 am, edited 1 time in total.
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Re: [Redoing] Torchlight from Scratch

Postby Henrik » Tue May 15, 2012 4:12 am

automated wrote:Looking good so far. Player movement looks smooth. Camera is in a good spot. I'll be watching this thread now I found it.


Great feedback, hope to see more like this, don't be afraid to bash on something we've done improperly if you find something that's poorly done and have feedback on how to solve it.
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Re: [Redoing] Torchlight from Scratch

Postby Zidders » Tue May 15, 2012 4:18 am

Looking great so far, might want to put those screenshots in spoiler tags, tho
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Re: [Redoing] Torchlight from Scratch

Postby Henrik » Tue May 15, 2012 10:49 am

Zidders wrote:Looking great so far, might want to put those screenshots in spoiler tags, tho


Thanks for your compliment, means a lot to us!

Isn't part of the fun when viewing this thread seeing the progression from screenshot to screenshot? Correct me if I'm wrong, we've also been considering concealing them in spoiler tags but figured people would rather enjoy having the entire progression visible at start.
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Re: [Redoing] Torchlight from Scratch

Postby Dusho » Tue May 15, 2012 11:38 am

Can I ask why using Ogre3D engine? Is it just because of available 3d models from Runic? You programming in C++ ?
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Re: [Redoing] Torchlight from Scratch

Postby Gomer » Tue May 15, 2012 12:54 pm

Dusho wrote:Can I ask why using Ogre3D engine? Is it just because of available 3d models from Runic? You programming in C++ ?


We tried several engines prior to Ogre3D and finally decided upon Ogre3D because we consider it stable and well done, it's also backed up by its large community. Let's not forget the free licensing. We're coding everything in C++.
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Re: [Redoing] Torchlight from Scratch

Postby Gomer » Wed May 16, 2012 1:35 am

In this update we finished the core system that manages the UI, starting with the Bottom HUD. It currently properly visualizes your HP/MP on the glass ball but also gives you detailed statistics using tooltips on hover. To be able to provide these statistics we had to create an xml template for the warrior class that holds basic information.

Video:
http://youtu.be/9O3bdUguhyk

Image
Fullsize: http://f.cl.ly/items/2t1F0d3G420i1N3t0A07/sample_video4.jpg

Next update will include GUI improvements and more features.
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Re: [Redoing] Torchlight from Scratch

Postby SixshotOverdrive » Wed May 16, 2012 7:35 am

Nice work, I'll definitely be keeping an eye on this thread. :)
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Re: [Redoing] Torchlight from Scratch

Postby CCCenturion » Mon May 21, 2012 12:23 pm

Henrik wrote:
Zidders wrote:Looking great so far, might want to put those screenshots in spoiler tags, tho


Thanks for your compliment, means a lot to us!

Isn't part of the fun when viewing this thread seeing the progression from screenshot to screenshot? Correct me if I'm wrong, we've also been considering concealing them in spoiler tags but figured people would rather enjoy having the entire progression visible at start.



Zidders can correct me if I'm wrong, but I think the point was to make the posts more compact so it's easier to scroll through the thread.

Great work so far, guys. I'll definitely be keeping an eye on this. I'm working on a new Blender Import script, but when I'm done with that I'd love to get involved with this, if you can use the help.
Paladin Class: discussion thread, download page
Shared Animations Library: discussion thread, download page
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Re: [Redoing] Torchlight from Scratch

Postby Henrik » Tue May 22, 2012 1:42 am

SixshotOverdrive wrote:Nice work, I'll definitely be keeping an eye on this thread. :)


Thank you! Compliments are underestimated, it's a great motivator.

CCCenturion wrote:
Henrik wrote:
Zidders wrote:Looking great so far, might want to put those screenshots in spoiler tags, tho


Thanks for your compliment, means a lot to us!

Isn't part of the fun when viewing this thread seeing the progression from screenshot to screenshot? Correct me if I'm wrong, we've also been considering concealing them in spoiler tags but figured people would rather enjoy having the entire progression visible at start.



Zidders can correct me if I'm wrong, but I think the point was to make the posts more compact so it's easier to scroll through the thread.

Great work so far, guys. I'll definitely be keeping an eye on this. I'm working on a new Blender Import script, but when I'm done with that I'd love to get involved with this, if you can use the help.


Glad to hear that. We need any help we can get. We've been quite busy lately but we're now back on track, already working on an upcoming update, soon enough we'll have an alpha client for you to play around with.
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