Torchlight from Scratch

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Henrik
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Torchlight from Scratch

Post by Henrik »

Greetings Ogre3D!

We're two developers whom looked to recreate/recode Torchlight with some modifications completely from scratch using the Ogre3D engine. It's purely educational and merely for learning, we wanted to share our progress with fellow developers or anyone interested really and decided to contact Runic to ask for permission. They gave us permission and actually said they're looking forward to see it finished.

Here's our original thread on Runic Torchlight forums if anyones interested: http://forums.runicgames.com/viewtopic.php?f=6&t=23503

Latest Update - 2012/05/31

Video:
[youtube]f7fcky2HHPQ[/youtube]
Last edited by Henrik on Thu May 31, 2012 9:09 pm, edited 6 times in total.
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chaosavy
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Re: Torchlight from Scratch

Post by chaosavy »

neat advantage having good models to work with :) not to mention having animations etc to go along with them as well - good luck.
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thebluefish
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Re: Torchlight from Scratch

Post by thebluefish »

Well considering the original was made with Ogre, you practically don't even have to worry about the resources/shaders/etc... So half the work is already done for you :P Though please do abide by their license in that you do not redistribute any Torchlight resources yourself.
During the code inspection, a couple of minor points were noticed: -

Function inlining was critical to performance.
For MSVC, at least, a "delete 0" caused execution of 11 assembly instructions, including a function call. So in cases where performance is at an absolute premium it can be worth inserting the extra manual test.
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Henrik
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Re: Torchlight from Scratch

Post by Henrik »

chaosavy wrote:neat advantage having good models to work with :) not to mention having animations etc to go along with them as well - good luck.
Thank you! It sure speeds some aspects up a bit, we're glad Runic has such a great approach to it all. Don't forget we're very open to feedback on how to shape our project goals and what we should be doing next, feel free to suggest anything.

thebluefish wrote:Well considering the original was made with Ogre, you practically don't even have to worry about the resources/shaders/etc... So half the work is already done for you :P Though please do abide by their license in that you do not redistribute any Torchlight resources yourself.
Not sure what gave you the impression that we would be redistributing Torchlight resources, however rest assured, we wouldn't go into the trouble of asking Runic for permission if we planned to screw them over. If we want people to try our client builds we'll merely provide our code that they can then apply on their existing Torchlight client.

I wouldn't say half of the work is finished, but sure speeds things up, there's still tons of things to be done by 2 developers, any help is welcome.
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Re: Torchlight from Scratch

Post by rnc »

Looks good! I will definitely follow the development.
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Re: Torchlight from Scratch

Post by Herb »

This is a neat idea for learning how to plumb everything together. I hope this project can provide folks with ideas and code to implement their own game components. Since this is mainly a educational project, I encourage you guys to comment your code well and provide some documents as you go along on how and why you made design decisions for others to see and learn from. Good luck! :)
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Henrik
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Re: Torchlight from Scratch

Post by Henrik »

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 you.

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:
[youtube]qtMZpFAqe7k[/youtube]

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.
rnc wrote:Looks good! I will definitely follow the development.
Glad you follow our development, makes it exciting!
Herb wrote:This is a neat idea for learning how to plumb everything together. I hope this project can provide folks with ideas and code to implement their own game components. Since this is mainly a educational project, I encourage you guys to comment your code well and provide some documents as you go along on how and why you made design decisions for others to see and learn from. Good luck! :)
Both me and the other developer read this and we both agree that you have completely understood what the idea behind this project is, this is exactly what we have in mind. Thanks for your encouragement!
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zarfius
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Re: Torchlight from Scratch

Post by zarfius »

This does sound like a cool idea. I'm interested to see how it goes. Hopefully some great example code and tools come out of this that the Ogre community can use. I wonder if the resulting "game engine" could be used to build a new game without using any of Runics copyright assets perhaps. Keep us informed about any challenges that arise, I'm sure there's people willing to help with a project like this.
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Henrik
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Re: Torchlight from Scratch

Post by Henrik »

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:
[youtube]9O3bdUguhyk[/youtube]

Next update will include GUI improvements and more features.
zarfius wrote:This does sound like a cool idea. I'm interested to see how it goes. Hopefully some great example code and tools come out of this that the Ogre community can use. I wonder if the resulting "game engine" could be used to build a new game without using any of Runics copyright assets perhaps. Keep us informed about any challenges that arise, I'm sure there's people willing to help with a project like this.
We're planning on creating our own editor and tools to manage it all. Essentially everything could be used to create your own game if you replace the existing assets like you suggested.
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zarfius
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Re: Torchlight from Scratch

Post by zarfius »

Henrik wrote:We're planning on creating our own editor and tools to manage it all. Essentially everything could be used to create your own game if you replace the existing assets like you suggested.
Check out my blog for an editor I've been working on for a while. If it suits your needs I might be able to help out in this area. I haven't really had this type of game in mind while I've been building the editor but I've put a lot of work into it and at the very least it could provide a good starting point.
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Re: Torchlight from Scratch

Post by duststorm »

Do I see recast navigation there? :)
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Re: Torchlight from Scratch

Post by Treon »

Impressive!
Last edited by Treon on Wed Aug 29, 2012 8:16 am, edited 1 time in total.
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Henrik
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Re: Torchlight from Scratch

Post by Henrik »

In this update we've added support for rendering color codes within the GUI.

We've also created a material system with the ability to add additional textures above the normal ones, so we've officially given our nude character some proper clothing.

In addition to our previously mentioned additions and changes we've also improved our camera system to support a proper curved zooming through spline algorithm.

Video:
[youtube]MyNLRAya7BU[/youtube]

Next update will include properly populated and animated inventory and stats windows.
zarfius wrote:
Henrik wrote:We're planning on creating our own editor and tools to manage it all. Essentially everything could be used to create your own game if you replace the existing assets like you suggested.
Check out my blog for an editor I've been working on for a while. If it suits your needs I might be able to help out in this area. I haven't really had this type of game in mind while I've been building the editor but I've put a lot of work into it and at the very least it could provide a good starting point.
Looks great! We had some specific features in mind but we'll make sure to let you know as it gets actual.
duststorm wrote:Do I see recast navigation there? :)
Precisely! :)
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Henrik
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Re: Torchlight from Scratch

Post by Henrik »

In this update we've added the stats window. It properly animates and moves the viewport along with it as it opens, we also populated it with the data from our previously mentioned xml template.

Video:
[youtube]S-b62A4SmdQ[/youtube]

Next update will include a fully functional inventory window.
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Henrik
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Re: Torchlight from Scratch

Post by Henrik »

In this update we've added the inventory window. We made it so that if both the inventory and stats are shown it will automatically fully zoom in. You can trigger each window invidually with their hotkeys or by using the navigation on the bottom hud, however you may also trigger both simultaneously by pressing space.

We've also improved our tooltips. They would previously clip behind the right corner in some rare occurances. We prevent it by checking for such and force it to change direction.

Video:
[youtube]f7fcky2HHPQ[/youtube]

Next update will include improvements on the inventory window such as a 3d model which you'll be able to rotate.
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Re: Torchlight from Scratch

Post by N_K »

Nice work! Do you use CEGUI, like the original game, or is this your own interface system?
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hallucinogen
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Re: Torchlight from Scratch

Post by hallucinogen »

Henrik wrote:In this update we've added the inventory window. We made it so that if both the inventory and stats are shown it will automatically fully zoom in. You can trigger each window invidually with their hotkeys or by using the navigation on the bottom hud, however you may also trigger both simultaneously by pressing space.

We've also improved our tooltips. They would previously clip behind the right corner in some rare occurances. We prevent it by checking for such and force it to change direction.

Video:
[youtube]f7fcky2HHPQ[/youtube]

Next update will include improvements on the inventory window such as a 3d model which you'll be able to rotate.
Nice, I like the video, Looks like a good project and goal :D. I played torchlight and it's a great!. Once it's finished will you share the code or samples how you made all? would be interesting to many developers :D