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2010 in the rear-view, driving through 2011…

January 21st, 2011
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Yes, you read that right: It’s quite possible that I’ve lost my knack for cool blog titles. But really, who has time for that sort of thing these days? Not me, that’s who- or isn’t who…

…anywho…

Well, 2010 was a hell of a year: Epic Frontiers didn’t progress as fast as I would have liked, but the contracting side of the house is doing pretty well. Two projects is no mean feat- not in parallel, anyway- and the fact that I can juggle those is a good sign for what is becoming my sole business.

The latter half of 2010 had me juggling both of those projects as well as 20 hours a week doing tech support. And I would still be doing it, except that after 9 months, I got laid off. That was not the economy. That was a franchise burning through its money without bringing in significant clients- but I digress. Some things are a blessing in disguise (though at times those disguises are really, really good).

And with that, 2010 is past and in the rear-view as I roll through 2011. Contracts are being fulfilled, products being made, and plans coming to fruition.

Products? Well, it’s not subtle (especially if you’re viewing this site in an IE browser- it’s getting fixed, I promise), but on your right is the new DigitalFlux store. Just the free products, as of today, but the first official DFE Terrain Pack, which had been on sale for a short while in the last incarnation of the store, will go up for sale tomorrow.

After that, other products as well, which are in the pipeline, including:

  • Magnitude Editor v2: Version 1 is for sale on the Garage Games site, and it’s fantastic! One thing I wanted to do with it was to make it available both outside of the Torque engine, and also make it available for users of other products. And so v2 will be a standalone app in order to accomplish that.
  • Tunnel Breaker: An inexpensive puzzle game made in TGB, you’re a miner trying to get through all the lesser gems in order to haul in the big diamond on the other end of the mine- try to make the shortest path possible to get the highest score!
  • pathBlazer: An add-in editor, pathBlazer will be adding some much-needed control over the creation and modification of paths in the Torque 3D engine. It is very feature-rich now, but I’m not quite done with it yet, and it will be well worth the money once it’s released.
  • A premium GUI Art Pack: You can see some of the stuff I’ve released for free in the store as a free download now, but this pack is designed from the start as professional-grade, premium GUI content.
  • More terrain texture packs: Despite the three free packs and the one premium pack, I have several hundred textures looking to see the light of day. These packs will also feature normal maps to go along with the textures, in order to save you the time of having to generate them yourself.
  • There will be more…

So, with the contracts, Epic Frontiers, the product line-up, and an upcoming wedding (of course it’s mine- who did you think I meant?!), this is going to be one action-packed year!

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