Author Topic: GODS DAWN :: Game Development Screens  (Read 16898 times)

Speedator

  • Guest
(No subject)
« Reply #25 on: 19 October 2005, 10:54:54 »
Maybe it would help to have someone seperate to the core-team who manages developement of ideas like multiplayer and to integrate patches like the savegame. But it is hard to find someone how is willing.
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

Ka

  • Guest
Gods Dawn IS Torque now
« Reply #26 on: 14 December 2005, 18:22:56 »
hi all
i have to announce, that we will use the Torque Game Engine (www.garagegames.com) for developing Gods Dawn.

After considering the possibilities and the far more advanced technology, and after finally having gathered the right people, it is the only logical way.

Torque provides a very good network / multiplayer enviroment, and the visual possibilities are much more impressive. Sorry folks, so it goes, but i want to say thank you to Glest, because it gave us the lift off, and glest is also responsible for the idea, which was born by the "morph" xml functionality.

so, for sure all of you can stay tuned by visiting our homepage
Code: [Select]
[url=http://www.3dtowns.at]www.3dtowns.at[/url] , where you always can find the newest images in the archives and, well, be informed.

greetings to all
ka
Code: [Select]
[url=http://www.3dtowns.at]www.3dtowns.at[/url]
« Last Edit: 9 April 2016, 00:01:54 by filux »

josepzin

  • Draco Rider
  • *****
  • Posts: 268
    • View Profile
    • José Zanni blog
(No subject)
« Reply #27 on: 15 December 2005, 07:48:30 »
Good luck!! :)
« Last Edit: 1 January 1970, 00:00:00 by josepzin »
::. RetroInvaders .::::. My web .::

Yackemflaber

  • Guest
(No subject)
« Reply #28 on: 21 July 2006, 16:37:14 »
Okay, I know I'm bumping, and I'm sorry, but how's the game coming? It looks really interesting
« Last Edit: 1 January 1970, 00:00:00 by Yackemflaber »