Tge Or Tse?
by Jay Huff · in Torque Game Engine · 08/07/2005 (1:21 pm) · 6 replies
I know this has been asked over and over again, but I am pressed for time on developing this demo, I have decided to go with torque all the way, I have reviewed the Unreal Engine 2 and all it's percs, of course of any other indie gamer who wanted to create a demo without schooling with the runtime Unreal engine, will have a difficult time of producing a game without source or tutorials to even learn the engine, within the last few months I have compared the two, and I strongly believe that torque has the capabilities to do what Unreal engine 2 does (except in some spotty areas) but here's my real delima...
I am a 3d graphic artist and skill at that, I know how I want things to look and how they should look, I've review games on how they set them up and the effects created, I need to be able to create the ideas i have, and still have the graphic input I'm looking for...
Indeed most people will say, you should be realistic on capabilites of producing a game, such as functionallity, programming (believe me I've touched all aspects) and it's important to create a small demo to be successful, I know that the TSE is still in development and they have created beautiful milestones, but I honestly believe I can compose, I'm working on a game demo, (one scene) that I know will get picked up by a major studio (I've talked to them)... but here's what I'm thinking, it may take alot of work doing it this way, but purchasing TGE and purchase the TSE and work between the two,
The beautiful thing about about Torque period is the ability to modifiy source code for needs and new developents, lighting, FX, physics etc. to suit needs, it just the graphic part I really need and I would drill the functionality part, because with out it, the game would completley suck, good graphics and poor game play
So the morale of the story is, I'm a artist coming into game design, but have skill in programming as well, (which is kind of scary because I can't explain it on how this happend) but I want to create the game I want, graphic output, lighting (highley important), sound (can be adjusted), and full flexability of GUI, i have the design capability, and im more than willing to work on functionality all day everyday
I know this seems technical but I got a handle on it more than people know, but the graphic input is key for me, and without it will not be successful, (I know that graphics isn't everything to create a good game, but for this project it is, Im not going with a realistic look, but it's a new technique I have created and if I have to program it in then so be it, but general setup of shaders, lighting and etc. is very important, I know I can do this, and I know this will take a long time...
I have a art history backgroud, composition etc.. I seen great games like marblast and think tanks become very successful and I've read some of the work that had to be done, it's no sleep for me, but please let me know your input, as time progesses I'm losing time
Sorry for the long text book post, but the games I want to create are 3rd person view Grand Theft Auto like (but not GTA and I know the work they've put into it and how many people were working on it) my thing is one scene, graphical content, AI etc.. I know I can do it, I just want to know if it can be done, with that I can go very far.... Thanks for any of those person who took time out of there day to read this, but I've not slept working on this project, most of it was on creating the technical document, teaching myself game design, and evaluating game engines to see if they have the tools I need to get this project done...Thank You sincerely (and I really mean this)
I am a 3d graphic artist and skill at that, I know how I want things to look and how they should look, I've review games on how they set them up and the effects created, I need to be able to create the ideas i have, and still have the graphic input I'm looking for...
Indeed most people will say, you should be realistic on capabilites of producing a game, such as functionallity, programming (believe me I've touched all aspects) and it's important to create a small demo to be successful, I know that the TSE is still in development and they have created beautiful milestones, but I honestly believe I can compose, I'm working on a game demo, (one scene) that I know will get picked up by a major studio (I've talked to them)... but here's what I'm thinking, it may take alot of work doing it this way, but purchasing TGE and purchase the TSE and work between the two,
The beautiful thing about about Torque period is the ability to modifiy source code for needs and new developents, lighting, FX, physics etc. to suit needs, it just the graphic part I really need and I would drill the functionality part, because with out it, the game would completley suck, good graphics and poor game play
So the morale of the story is, I'm a artist coming into game design, but have skill in programming as well, (which is kind of scary because I can't explain it on how this happend) but I want to create the game I want, graphic output, lighting (highley important), sound (can be adjusted), and full flexability of GUI, i have the design capability, and im more than willing to work on functionality all day everyday
I know this seems technical but I got a handle on it more than people know, but the graphic input is key for me, and without it will not be successful, (I know that graphics isn't everything to create a good game, but for this project it is, Im not going with a realistic look, but it's a new technique I have created and if I have to program it in then so be it, but general setup of shaders, lighting and etc. is very important, I know I can do this, and I know this will take a long time...
I have a art history backgroud, composition etc.. I seen great games like marblast and think tanks become very successful and I've read some of the work that had to be done, it's no sleep for me, but please let me know your input, as time progesses I'm losing time
Sorry for the long text book post, but the games I want to create are 3rd person view Grand Theft Auto like (but not GTA and I know the work they've put into it and how many people were working on it) my thing is one scene, graphical content, AI etc.. I know I can do it, I just want to know if it can be done, with that I can go very far.... Thanks for any of those person who took time out of there day to read this, but I've not slept working on this project, most of it was on creating the technical document, teaching myself game design, and evaluating game engines to see if they have the tools I need to get this project done...Thank You sincerely (and I really mean this)
About the author
Recent Threads
#2
"lighting (highley important)" I don't think theres much in the way of lighting in TSE (but a TSE lighting pack is in the works)
08/07/2005 (1:58 pm)
IMO make the prototype/demo in TGE... see how it plays, get some feedback... then look at using TSE for the full game. (Should't be too hard to port the code over)"lighting (highley important)" I don't think theres much in the way of lighting in TSE (but a TSE lighting pack is in the works)
#3
08/07/2005 (2:23 pm)
Well, you have to buy TGE first anyway. Then build a game in it, then port it to TSE. IMO thats the best way. And yeah as Nmuta said, a game can't be made overnight. They take time.
#4
1. Could someone explain why all this work on TGE 1.4 when the time could go into TSE. Without knowing much about how different TSE will be besides in rendering, why not go forward into full TSE dev work?
2. If I start working on code in TGE 1.3, then upgrade to 1.4. Does that mean any mods made in code, for such things as adding the day/night code, need to be re-inserted or modified as well?
THANKS.
08/07/2005 (4:39 pm)
Questions:1. Could someone explain why all this work on TGE 1.4 when the time could go into TSE. Without knowing much about how different TSE will be besides in rendering, why not go forward into full TSE dev work?
2. If I start working on code in TGE 1.3, then upgrade to 1.4. Does that mean any mods made in code, for such things as adding the day/night code, need to be re-inserted or modified as well?
THANKS.
#5
It has been said that there will be some incompatibility between 1.3 and 1.4, but will be kept to a minimum.
There are a lot of existing posts on these questions.
08/07/2005 (4:46 pm)
TGE is for current hardware and TSE is for advanced hardware. Both are still being developed.It has been said that there will be some incompatibility between 1.3 and 1.4, but will be kept to a minimum.
There are a lot of existing posts on these questions.
#6
Nmuta: I'm using Maya for modeling work (sleep,yeah I understand but for some reason time insist on me getting this done) I completely understand the overnight aspect, I respect the work of developers and how things get done, and it's the time and dedication to get it done, I am aware of the work that I need to get done, this will not come easy, I've started by trying to learn the engine first, I will be purchasing the full version of TGE next month and the real work begins (oh I also most forgot, and yes I did review Danny's DTS exporter for Maya, bones and texture maps)
Also I review and asked about poly counts as well, and I'm guess it's based on the build of a persons computer machine, graphics card
I agree on the developmental work stated by GQJohnM about developing in TGE and then Porting to TSE it does seem to be alot of work, I'm going to give TGE a shot first, since there is alot provided with enviromental packs and lighting packs...well I guess the real work begins now, I will test many applications on it to piece together what I need
The best and greatest thing about TGE and garagegames is the documentation of starting up as a real indie gamer, any more input please feel free on placing that here, thank you guys again for responding
08/07/2005 (9:02 pm)
Thank You for the response guys :D!!Nmuta: I'm using Maya for modeling work (sleep,yeah I understand but for some reason time insist on me getting this done) I completely understand the overnight aspect, I respect the work of developers and how things get done, and it's the time and dedication to get it done, I am aware of the work that I need to get done, this will not come easy, I've started by trying to learn the engine first, I will be purchasing the full version of TGE next month and the real work begins (oh I also most forgot, and yes I did review Danny's DTS exporter for Maya, bones and texture maps)
Also I review and asked about poly counts as well, and I'm guess it's based on the build of a persons computer machine, graphics card
I agree on the developmental work stated by GQJohnM about developing in TGE and then Porting to TSE it does seem to be alot of work, I'm going to give TGE a shot first, since there is alot provided with enviromental packs and lighting packs...well I guess the real work begins now, I will test many applications on it to piece together what I need
The best and greatest thing about TGE and garagegames is the documentation of starting up as a real indie gamer, any more input please feel free on placing that here, thank you guys again for responding
Torque Owner Nmuta Jones
Which modeling application are you using to create animated characters?