Game Development Community

Starter Kit or From Scratch?

by N · in Torque Game Engine · 06/10/2005 (2:23 pm) · 11 replies

I am working on a small FPS in my spare time. Nothing commercial, just a little thing for fun.

Would it be better to write all my scripts from scratch, or to modify the FPS Starter Kit?

Thanks

#1
06/10/2005 (2:25 pm)
Save yourself a world of pain and frustration and modify the FPS Starter Kit!
#2
06/10/2005 (2:25 pm)
That was fast.
#3
06/10/2005 (2:28 pm)
Lol... its been asked -many- times :) You'll just have to re-figure out a lot of the starter kit code so its best to start there, even if you go through it all and try and understand it (if you have intentions of starting from scratch to understand everything). There is some specific things that need to happen for certain things, so best to start from the starter kit.
#4
06/10/2005 (2:56 pm)
I used 3DGPAi1 as a starting point.
#5
06/10/2005 (5:00 pm)
Thanks, I have done everything in 3D Game Programming All In One, and I was thinking about using that for a reference.

Starter Kit it is.
#6
06/10/2005 (5:22 pm)
I'll add my voice to Matthew's on this subject. I used the racing example as the base for my first project that I'm working on. This enabled me to get down with only changing/adding the stuff I needed to quickly prototype what I wanted to do, ionstead of being bogged down with the details of how to write a Torque game from scratch.
#7
06/10/2005 (7:38 pm)
Thanks everyone
#8
06/11/2005 (7:07 am)
I think there should be more examples then just starter.fps and starter.racing, maybe someday I can make starter.space :D
#9
06/11/2005 (7:39 am)
How about starter.findtimetoworkonmyproject

I think that'd be popular!

:)
#10
06/11/2005 (10:22 am)
Here is a good way to think about it. The starter.fps shooter is basically part of the engine. It does a lot of work that is the same for every single project you would make with Torque. Just as you wouldn't write Torque from scratch, there is no reason to write the scripts from scratch. You really only need to write the code for what you don't have, and have server/scripts/game.cs load that script. You could even use existing scripts as a base for your scripts. If you want a place to start, just go to http://www.codesampler.com/torque.htm. You can just apply what they do in those tutorials to the starter.fps.
#11
08/03/2005 (6:07 am)
Does that include the examples that come with the lighting pack? I mean, can i modify those rather than start from scratch?