Added games and redid history.

This commit is contained in:
Daniel Buckmaster 2014-03-29 22:36:26 +11:00
parent 8488ef4064
commit 175781eefb
4 changed files with 112 additions and 100 deletions

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@ -144,6 +144,12 @@ img.history {
margin: 1em;
}
table.history tr td:nth-child(1) {
font-weight: bold;
width: 4em;
display: inline-block;
}
/*-----------------------------------------------------------------------------
* Posts
*/

View file

@ -50,17 +50,17 @@ root: ..
<div class="row">
<div class="media col-sm-6">
<a class="pull-left" href="http://www.afterworld.ru/">
<img class="made-with-torque" src="{{page.root}}/img/afterworld-icon.jpg" />
<a class="pull-left" href="http://www.metaldrift.com/">
<img class="made-with-torque" src="{{page.root}}/img/metal-drift-icon.jpg" />
</a>
<div class="media-body">
<h4 class="media-heading"><a href="http://www.afterworld.ru/">AfterWorld MMO</a></h4>
<h4 class="media-heading"><a href="http://www.metaldrift.com/">Metal Drift</a></h4>
<p>
AfterWorld is a "free market economy" persistent-world massively
multiplayer online game set in a science fiction setting of post-
apocalyptic Siberia. Enjoy a complex skills-based role-playing
system, an advanced crafting system, and more than 100 square
kilometers of vast Siberian landscapes.
Metal Drift is a vehicular sport combat game set in a distant
future. As the player, you command an agile, high powered hover
tank in a futuristic sports arena. Core game play centers on
intense tank-on-tank team combat seen through an immersive, first
person cockpit.
</p>
</div>
</div>
@ -72,7 +72,9 @@ root: ..
<div class="media-body">
<h4 class="media-heading"><a href="http://www.beamng.com/BeamNG.drive">BeamNG.drive</a></h4>
<p>
An open-world driving simulator, and so much more.
An open-world driving simulator, and so much more. Hailed as having
"the most amazing video game car crashes ever", this is not a game
for the faint-hearted, nor those who like their cars in one piece.
</p>
</div>
</div>
@ -96,15 +98,52 @@ root: ..
</div>
<div class="media col-sm-6">
<a class="pull-left" href="http://www.deadlymatter.com/">
<img class="made-with-torque" src="{{page.root}}/img/deadly-matter-icon.jpg" />
<a class="pull-left" href="http://www.afterworld.ru/">
<img class="made-with-torque" src="{{page.root}}/img/afterworld-icon.jpg" />
</a>
<div class="media-body">
<h4 class="media-heading"><a href="http://www.deadlymatter.com/">Something Else</a></h4>
<h4 class="media-heading"><a href="http://www.afterworld.ru/">AfterWorld MMO</a></h4>
<p>
Something Else is not a shooter. That doesn't mean you won't have
to handle a weapon, but it may be a bit different from what you
have experienced in other games.
AfterWorld is a "free market economy" persistent-world massively
multiplayer online game set in a science fiction setting of post-
apocalyptic Siberia. Enjoy a complex skills-based role-playing
system, an advanced crafting system, and more than 100 square
kilometers of vast Siberian landscapes.
</p>
</div>
</div>
</div>
<div class="row">
<div class="media col-sm-6">
<a class="pull-left" href="http://respawn.gobbogamessa.com/">
<img class="made-with-torque" src="{{page.root}}/img/re-spawn-icon.jpg" />
</a>
<div class="media-body">
<h4 class="media-heading"><a href="http://respawn.gobbogamessa.com/">Re-Spawn</a></h4>
<p>
Re-Spawn is a competitive, arena-style multi-player first person
shooter game with fast-paced, high energy combat that requires
both reflexive skill and tactical thinking.
It is strongly influenced by FPS classics like Quake 2,
Quake 3 Arena, and Unreal Tournament. Just playing one match will
flood your mind with memories and nostalgia.
</p>
</div>
</div>
<div class="media col-sm-6">
<a class="pull-left" href="http://steamcommunity.com/sharedfiles/filedetails/?id=223336592">
<img class="made-with-torque" src="{{page.root}}/img/blood-and-mana-icon.jpg" />
</a>
<div class="media-body">
<h4 class="media-heading"><a href="http://steamcommunity.com/sharedfiles/filedetails/?id=223336592">Blood &amp; Mana</a></h4>
<p>
Blood &amp; Mana is a fast-paced multiplayer medieval arena combat
game, mixing elements of the RPG and FPS genres. Equip your
character for each battle with no restrictions, no levels, and no
classes. Choose from a vast collection of armor, weapons, spells,
skills, and items.
</p>
</div>
</div>
@ -126,22 +165,6 @@ root: ..
</p>
</div>
</div>
<div class="media col-sm-6">
<a class="pull-left" href="http://steamcommunity.com/sharedfiles/filedetails/?id=223336592">
<img class="made-with-torque" src="{{page.root}}/img/blood-and-mana-icon.jpg" />
</a>
<div class="media-body">
<h4 class="media-heading"><a href="http://steamcommunity.com/sharedfiles/filedetails/?id=223336592">Blood &amp; Mana</a></h4>
<p>
Blood &amp; Mana is a fast-paced multiplayer medieval arena combat
game, mixing elements of the RPG and FPS genres. Equip your
character for each battle with no restrictions, no levels, and no
classes. Choose from a vast collection of armor, weapons, spells,
skills, and items.
</p>
</div>
</div>
</div>
</div>
@ -332,77 +355,60 @@ function Fubar::onReachDestination(%self) {
</div></div>
<div class="container">
<table class="history table">
<tr>
<td>1998</td>
<td>
<b>Starsiege: Tribes</b> <br />
Developed by <a href="http://www.mobygames.com/company/dynamix-inc/">Dynamix</a> and
published by <a href="http://www.mobygames.com/company/sierra-entertainment-inc">Sierra</a>,
Tribes was a landmark online shooter and the first incarnation
of what would later become the Torque Game Engine, introducing the
engine's signature large terrains, efficient fast-paced
networking and bespoke scripting language.
</td>
</tr>
<img class="pull-left history" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
<p>
Torque began as the game engine behind Starsiege: Tribes, one of the venerable
online shooters of the late 90s. When Dynamix folded after releasing Tribes 2,
members of the company decided to continue by reconfiguring the game engine
as a standalone product called the Torque Game Engine. The game engine was
written in C++ (with a couple of files of assembly to do the heavy lifting of
terrain texture blending), used TorqueScript for gameplay scripting, and ran
on the Big Three - Windows, Linux and Mac.
</p>
<tr>
<td>2001</td>
<td>
<b>Dynamix closed</b> <br />
Tribes 2, enhancing the original Tribes' gameplay and graphics,
was to become one of the last games developed by Dynamix before
their closure. Several Dynamix veterans went on to found
<a href="http://en.wikipedia.org/wiki/GarageGames">GarageGames</a>,
licensing the Tribes 2 game engine which was
released under the name Torque Game Engine.
</td>
</tr>
<img class="pull-right history" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
<p>
GarageGames sold TGE for around $100USD throughout the product's lifetime,
increasing this to $150 with the release of TGE 1.5. Its selling point against
other engines was its strong networking (which had powered 128-player games
of Tribes 2), its terrain rendering, and the fact that a license bought you
the entire engine source code. During this time, GarageGames spun off numerous
other products - TorqueX focused on delivering the same strengths to the XNA
platform, and Torque Game Builder refactored the engine to render 2D graphics
instead of 3D, though using the same platform core and scripting engine.
</p>
<tr>
<td>2007</td>
<td>
<b>Torque Game Engine Advanced</b> <br />
This incarnation of the engine focused on updating the rendering
engine, including per-pixel shading and a new terrain system.
</td>
</tr>
<img class="pull-left history" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
<p>
Eventually, as game technology moved on, TGE was superseded by TGEA, the Torque
Game Engine Advanced. This kept a lot of TGE's strengths (and weaknesses) but
added more modern graphics capabilities and enhancements to the terrain system.
TGEA was available for roughly twice the price of TGE, with the same open-source
(not <i>free</i> and open source) license. Eventually, TGEA was replaced by
Torque 3D, which brought the engines all the way to the modern era with a
deferred rendering engine, Collada asset loading, and revamped editors. At
this point, unfortunately, the burden on GarageGames of maintaining OSX and
Linux versions began to show. Linux support was dropped entirely and OSX support
began to lag behind (the last version of T3D that officially supported OSX
was 1.01).
</p>
<tr>
<td>2009</td>
<td>
<b>Torque 3D</b> <br />
The next evolution in the Torque line introduced a modern deferred-
rendering engine, an abstract physics layer with a PhysX
implementation, and a COLLADA-based asset pipeline.
</td>
</tr>
<img class="pull-right history" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
<p>
Shortly after the release of Torque 3D, business machinations forced GarageGames
to increase the engine's price to $1000, and introduce a script-only version
that sold without access to the engine source code, only the TorqueScript
starter projects and editors. The company began to run into difficulty and
found it increasingly difficult to sell licenses at a profit. When their parent
company folded, GarageGames was left looking for a buyer to keep them alive.
</p>
<img class="pull-left history" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
<p>
They found one, who stepped in and encouraged GarageGames to re-release Torque 3D
under the original source-included license for just $100. Unfortunately even
after several updates, Torque 3D (and its new sibling, Torque 2D) were not
able to sustain GarageGames. Faced with the inability to continue being solely
engine developers, they released both Torque 3D and Torque 3D as free open-source
software for the community to maintain, and moved their focus to consulting
in video game software.
</p>
<img class="pull-right history" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
<p>
Torque 3D's first two years as an open-source project have been rocky at times
and exuberant at others. GarageGames set up the first Steering Committee, a
body of members nominated from the existing developer community to become
custodians of the official repository, determining the future direction the
engine should take and guiding community contributions in this direction.
Under their leadership, Torque made great advances such as integration with
the Oculus Rift virtual reality display and Razer Hydra and Leap Motion input
devices. Unfortunately the first Committee, after several membership changes,
found itself unable to perform for a variety of reasons, and a second committee
was enlisted from old and new community members.
</p>
<tr>
<td>2012</td>
<td>
<b>Torque 3D MIT</b> <br />
As part of GarageGames' move towards being a service provider and
consultancy, the Torque 3D engine was released as free open-source
software. The first Steering Committee was set up,
</td>
</tr>
</table>
</div>

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