Home » Projects » ExoterraWelcome, Guest | Register
What is Game Torpedo?
Game Torpedo is a site where indie game developers can easily promote and test their games and projects. Game Torpedo aims to take indie game development to a new level and best of all - It's completely free!
Click to join »
Exoterra is a mature MMO project that's been fully planned out by Zuka alone, and is now in the implementation stage. It runs on a custom game engine called Exoterra. The engine itself is readily cross-platform and uses OpenGL for rendering.
The game itself takes place in a vast galaxy based on Hoag's Object, a ring galaxy in the constellation Serpens Caput. This galaxy contains approximately 8 billion stars. Each and every star can be visited, and each one has it's own system of planets, asteroids, and other objects. For realism, not EVERY planet has planets, but a lot of them do, and they're up for grabs.
It started as a small project on a game called Roblox, where you can create your own personal places and play with other people in them, online. Zuka soon realized that Roblox couldn't handle what he had planned and he decided to learn C++ and make it himself. That was in early 2008. Now, Exoterra is almost ready for a closed alpha and Zuka is looking for some dedicated playtesters.
If you're interested, send Zuka a message on Xfire. Add "zyi", no quotes. But remember, this is a serious project. You'll have to deal with chatroom invites late at night calling for a group testing session. Prepare to be bombarded with messages and files.
Development Log
Comments
RM->Add(RT_Model, "yo momma");
RM->Add(RT_Image, "yo mommas butt");
RM->Add(RT_Script, "how yo mommas butt jiggles");
RM->Add(RT_Text, "explanation for immaturity");
The resource manager collects all this info and goes through it. It sorts it by priority, which goes
Image
Model
Script
Text
Where Image is loaded first. Then it loads the model - so on. But wait! What if we set textures in the model? TOO BAD. FIGURE IT OUT ON YOUR OWN.
Nah, just kidding. The development suite I've been working on has it's own formats. It just doesn't work like that. :D. Each resource is actually two files. One is a configuration file and one is the actual data. The configuration file is loaded first and treated just like a normal resource script (in that it dynamically adds resources to load), so any dependencies are taken care of. The actual data file just uses the name of the texture - if it doesn't exist, too bad. You get a pretty placeholder texture! :D