Torchlight from Scratch
-
- Gnoblar
- Posts: 11
- Joined: Sun May 13, 2012 8:03 pm
Torchlight from Scratch
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]
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.
-
- Silver Sponsor
- Posts: 578
- Joined: Mon Jun 15, 2009 8:29 pm
- x 64
Re: Torchlight from Scratch
neat advantage having good models to work with
not to mention having animations etc to go along with them as well - good luck.

Visit http://www.VoidDestroyer.com to check out my space sim project - Void Destroyer
-
- Gremlin
- Posts: 170
- Joined: Tue Apr 05, 2011 1:55 am
- x 10
Re: Torchlight from Scratch
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
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.
-
- Gnoblar
- Posts: 11
- Joined: Sun May 13, 2012 8:03 pm
Re: Torchlight from Scratch
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.chaosavy wrote:neat advantage having good models to work withnot to mention having animations etc to go along with them as well - good luck.
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.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 youThough please do abide by their license in that you do not redistribute any Torchlight resources yourself.
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.
-
- Gnoblar
- Posts: 3
- Joined: Thu May 03, 2012 7:40 am
Re: Torchlight from Scratch
Looks good! I will definitely follow the development.
-
- Orc
- Posts: 412
- Joined: Thu Jun 04, 2009 3:21 am
- Location: Kalamazoo,MI
- x 38
Re: Torchlight from Scratch
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! 

-
- Gnoblar
- Posts: 11
- Joined: Sun May 13, 2012 8:03 pm
Re: Torchlight from Scratch
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.
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.
Glad you follow our development, makes it exciting!rnc wrote:Looks good! I will definitely follow the development.
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!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!
-
- Gnome
- Posts: 367
- Joined: Wed Jan 03, 2007 12:44 pm
- Location: Brisbane, Australia
- x 13
Re: Torchlight from Scratch
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.
Craftwork Games - hand crafted entertainment.
http://www.craftworkgames.com/
http://www.craftworkgames.com/
-
- Gnoblar
- Posts: 11
- Joined: Sun May 13, 2012 8:03 pm
Re: Torchlight from Scratch
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.
Video:
[youtube]9O3bdUguhyk[/youtube]
Next update will include GUI improvements and more features.
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.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.
-
- Gnome
- Posts: 367
- Joined: Wed Jan 03, 2007 12:44 pm
- Location: Brisbane, Australia
- x 13
Re: Torchlight from Scratch
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.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.
Craftwork Games - hand crafted entertainment.
http://www.craftworkgames.com/
http://www.craftworkgames.com/
-
- Minaton
- Posts: 921
- Joined: Sat Jul 31, 2010 6:29 pm
- Location: Belgium
- x 80
-
- Kobold
- Posts: 37
- Joined: Mon Mar 07, 2011 2:30 pm
Re: Torchlight from Scratch
Impressive!
Last edited by Treon on Wed Aug 29, 2012 8:16 am, edited 1 time in total.
-
- Gnoblar
- Posts: 11
- Joined: Sun May 13, 2012 8:03 pm
Re: Torchlight from Scratch
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.

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.
Looks great! We had some specific features in mind but we'll make sure to let you know as it gets actual.zarfius wrote: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.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.
Precisely!duststorm wrote:Do I see recast navigation there?

-
- Gnoblar
- Posts: 11
- Joined: Sun May 13, 2012 8:03 pm
Re: Torchlight from Scratch
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.
Video:
[youtube]S-b62A4SmdQ[/youtube]
Next update will include a fully functional inventory window.
-
- Gnoblar
- Posts: 11
- Joined: Sun May 13, 2012 8:03 pm
Re: Torchlight from Scratch
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.
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.
-
- Greenskin
- Posts: 115
- Joined: Wed Dec 07, 2011 9:05 pm
- x 4
Re: Torchlight from Scratch
Nice work! Do you use CEGUI, like the original game, or is this your own interface system?
-
- Gnoblar
- Posts: 7
- Joined: Fri Jun 01, 2012 7:44 am
Re: Torchlight from Scratch
Nice, I like the video, Looks like a good project and goalHenrik 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.

