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End Of Summer Sale

by Eric Preisz · 09/22/2010 (6:31 pm) · 32 comments







It’s been quite some time since I wrote a blog –shame on me. I’d tell you that I’ve been very busy, but that’s par for the course and there’s no reason to reiterate that (see how I did that?).

The days are getting cooler. In Vegas, “getting cooler” means that we actually have days that dip below 37.7 degrees centigrade ( 100 degrees for us old fashioned types ). I guess that means its fall? For me, that means I’ll get some time outside of work to go hiking and scrambling in Red Rock, a national park near our offices. That place is beautiful.

It’s been a great summer for Torque. And while some people this summer head to the beach, we’ve been sitting in the dark to make sure that the sun doesn’t ruin our programmer cred. A while ago, I stated that we would spend a lot less time TALKING about what we are going to do. Instead, I stated that we were going to spend more time SHOWING you what we have done. In keeping that promise… here’s a quick overview of what we’ve done this summer:


  • Added the Studio License Model and studio admin panel

  • Rewrote our EULA and removed the price cap for high-earning game companies

  • Updated over 581 changes, fixes, and performance increases in Torque 3D beta 2 and 3 releases

  • Released iTorque 2D 1.4 Final

  • Updated Torque 3D API documentation to unrivaled levels

  • Released significant updates to TorqueX and merged them into one SKU ( aka one purchase for both engines )

  • Announced a call for chapters for educational curriculum resources

  • Worked ( and currently working ) on a new product for Windows Phone 7

  • Other super secret things that will help us meet long term convergence goals

  • Presented at Game Education Summit, E3, and Casual Connect ( where we showed a windows phone 7 game in the emulator )



Over the past thirty or forty days I’ve been working with Lou and others on our plans for 2011. There was a lot to talk about. We’ve mentioned it before, but it’s worth repeating that Torque is one division in a company of three. The other two divisions focus on game distribution ( marketing, user analytics, monetization ) and game development ( a traditional studio ).

The platform and the studio have been working on a web-based game called InstantJam. If you haven‘t checked it out, you should. It’s a rhythm/beat matching game that matches note tracks to music that you already have on your machine. We already have thousands of songs and a bunch of users. There are some really cool updates coming soon as well.

Back to the 2011 planning. The results of the meeting was a mandate for each division in 2011 to find ways to work more closely together and we realigned the structure of the entire company to meet those goals. I’m returning now from a trip to Portland where the Platform team works. ( Update…I’m stuck trying to return from my trip to Portland..it’s going to be a long night at the San Fran Airport ).
We get a lot of requests regarding our Platform and integration with Torque. InstantJam is an example of such integration. My answer has always been that we’d be silly not to use this tech, but that I couldn’t say much more than that. And while I still can’t say much more, I can tell you that some of the new structures we put in place will help make the process of merging tech easier.

Both the company realignment and some 2010 planning resulted in new faces for us. My job is changing a bit as well and some of these new resources will help me be more focused in my day to day activities.

Allow me to introduce our new people and positions:




Simon Golding – Our new Sr. Technical Director. Simon has 23 years experience with companies such as Sega, Virgin Entertainment, Westwood and EA. He’s worked on many titles including ‘The Lord of the Rings’ and ‘Command & Conquer’.

Dexter Chow - Dexter is our new Program Manager. Under that title, he will manage and direct all of the projects that Torque works on. He has over 15 year of experience working in companies such as Ubisoft, Mattel, and Broderbund. He is a passionate project manager who has AAA experience as an executive producer.

Joseph Thomas - Aside from being one of my most memorable ex-students, Joseph is also a tools developer who joins us from Sony where he worked on Uncharted 2, God of War 3, and MLB: The Show Series. I know him as Joe, but he tells me that his proper name is Joseph Anthony Thomas the IV.

Ian Tornay – Ian is a life-long gamer and industry follower. He is a talented community manager having tamed the fiercest of communities. He’s a huge indie fan. Ian will be spending time getting to know you all better over the next couple of weeks.



Simon Golding - Sr. Technical Director





Ian - being pulled on or off a dance floor.


In addition to these talents, we are also getting more assistance with marketing and QA management. It’s great news for us all.

Well, my plane just arrived for my trip to San Francisco where I will likely be spending the night next to other unfortunate souls stuck in travel purgatory. But there’s no need for us all to suffer. To commemorate the beginning of Autumn, we are offering 25% off of Torque 3D and Torque 2D. Get it while you can, we won’t run this promotion forever! ( update: My flight was delayed in San Fran and I made it home! )

Now, if you read through this whole blog, you might be wondering about the summer sale. Use the coupon, END_OF_SUMMER_2010 for 30% off of all on-line, retail priced, sales of iTorque and Torque 3D. Enjoy!

About the author

Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.

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#21
09/24/2010 (4:10 am)
The number of sales that Torque is offering scares me...I'm in merchandising so I know what this generally means.

Unfortunately, Unity has so much steam behind it no one will ever be able to compete with it again in the indie market place.
#22
09/24/2010 (4:17 am)
It doesn't mean anything, except that a bunch of awesome stuff happened over the summer and we wanted to celebrate. We've always had little sales to mark milestones.
#23
09/24/2010 (4:38 am)
@Jon - Unity does have a lot of momentum. I think it's hard to suggest that no one will ever be able to compete with them though.

Don't forget, part of their momentum is driven by venture capital; vc is expensive money to borrow. It's a long race, not just a sprint and there is plenty of room for a better product.

Kudos to Unity. But what doesn't kill us outright makes us stronger and we aren't going anywhere.
#24
09/24/2010 (6:49 am)
4 new employees and a sale!?
oh no!
..things must be going bad and good at the same time! :P
#25
09/24/2010 (7:11 am)
4? I read 6! And contractors!

Unity is not for me, but it's not a bad product. I don't play games just because they're popular, either. I play the ones I find entertaining, and I use the engines I find fill my needs.

(Still not playing Minecraft!)
#26
09/25/2010 (3:55 am)
@Eric - The thing that Unity has going for them is people are talking about them. I can normally find a significant headline about Unity every week. They just have a constant buzz.

I would REALLY like to see some more 3rd party integrations. In fact, I don't think Torque3D will survive without it. The Umbra Occlusion Culling is epic. Integrated Beast lightmapping is also awesome.

I would like to see PureLight integrated and included with Torque3D Pro. I also think that something like Umbra would benefit Torque3D tremendously. Don't get me wrong, it is awesome to see this kind of talent on the Torque team, but I think investing in 3rd party tools/libs would be better.

Here's to the future of Torque.
#27
09/25/2010 (4:29 am)
Unity game engine discussion seem beyond the politeness scope of a blog about this great past year of Torque accomplishments.

I encounter 'Torque Buzz', quite often in the most unusual of situations, from most often very common people who have great ideas for creating a computer game, but very little idea of how to do it. We talk about Torque, not any other game engine.

There must be a reason Torque is so well known for game creation and not just as some other basic game engine.
#28
09/25/2010 (5:18 pm)
@Caylo - Thanks and agreed. Let's stay on topic: how great our summer has been. Nothing could/should detract from this.
#29
10/01/2010 (5:05 pm)
I overlooked it the first time around where Eric mentioned Joe was one of his students. Us Full Sail grads are slowly taking over!
#30
10/08/2010 (11:01 am)
Hi, just thought I'd have look in and see what's happening with Torque. just to remind you of my situatuion, I'm old indie, retired IT professional, looking to develop the game I've had in my head for ages! (rarity?) it'a a Total War / Empire builder / RTS type game but with great depth. I'm still at a stage of looking for a 4th Gen development tool (ie I do the game design, it does most of the game development :) . In other words, I have some cash but failing eye-sight and mental flexibility so I need a tool that will do alot of the work in my large game project.

Of all the development tools I've looked at - Visual3D, Torque, Unity, UDK, NeoAxis, Panda, Spring etc etc, I still have Torque 2nd on my list. Why?

Good points
(1) Quick, easy development (apparently, haven't tried it myself)
(2) nice tools within terrain builder - river / road builder
(3) Interesting add-in packages - MotionCaptured animations, etc
(4) Overall complete package.

Bad points
(1) I tried the terrain builder but it came a poor second to Visual3D, I couldn't even get a height map loaded without an error, and I have no idea what error was, it said see <something or other> for the error message but I couldn't find it!
(2) When I look at most of the 3D games in Torque, the skins / textures seem low res and crappy, not uptodays standard. I realise these games are probably a few years old but it leaves a bad impression regarding Torque3D.

It's sad what i've read in this thread if developers are leaving Torque, I think it has potential if revamped. Unity is ok but didn't overall sell me. UDK is for developers with low level knowledge of the engine, NOT ME! Spring seemed best suited for my RTS aspects but the demo games were unstable and dated, community limited. I'm currently looking at BigWorld but my Game would have max 6 players per team with no more than 4 teams so I don't see any advantage here.

So .. If Torque3D was revamped - V3D terrain builder, high res textured (professional) game demos, more/free mesh/animation packages? it would tempt me more! :)


Grant D

//moderator update: The issue was that the heightmap needs to be a power of two.
#31
10/08/2010 (7:05 pm)
Thanks Grant, your feedback is valuable!
#32
01/20/2011 (6:35 am)
tx
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