Torque Console... XBox360?
by Anthony · in Torque Game Engine · 10/20/2005 (12:20 pm) · 20 replies
I read in a recent thread about torque licensing about a future release of torque for consoles. Can somone enlighten me on the subject? We are currently working on a title that will be released for XBox360, and if we can get some more information on how TGE or TSE will work with consoles directly, we have a better chance of getting the funding we need.
- Anthony
- Anthony
#2
10/20/2005 (12:37 pm)
Talk to Josh Williams about TSE360.
#3
10/20/2005 (12:41 pm)
How do get gat hold of Josh
#4
At IGC '05 there was a session to talk about Torque and the XBox 360. Essentially you build your game using TSE on the PC. Once your game is complete, GarageGames can help you move it over to the XBox.
This of course relies on GarageGames and Microsoft feeling that your game is in the spirit of the Live Arcade.
- LightWave Dave
[Edit]
Pat's the man and beat me to it. Listen to what he has to say :o)
10/20/2005 (12:42 pm)
AnthonyAt IGC '05 there was a session to talk about Torque and the XBox 360. Essentially you build your game using TSE on the PC. Once your game is complete, GarageGames can help you move it over to the XBox.
This of course relies on GarageGames and Microsoft feeling that your game is in the spirit of the Live Arcade.
- LightWave Dave
[Edit]
Pat's the man and beat me to it. Listen to what he has to say :o)
#5
I will contact Josh shortly. One more quick question though.
Our product will not likely be released via live arcade, our funders will be purchasing a developer license. Is this still possible with TSE360? In other terms, we plan for our product to be AAA, if the investors like our proposed budget (which they should).
- Anthony
10/20/2005 (1:41 pm)
Thank you very much for your timely reply.I will contact Josh shortly. One more quick question though.
Our product will not likely be released via live arcade, our funders will be purchasing a developer license. Is this still possible with TSE360? In other terms, we plan for our product to be AAA, if the investors like our proposed budget (which they should).
- Anthony
#6
10/20/2005 (2:41 pm)
Yes, that is possible.
#7
10/20/2005 (2:49 pm)
Will there be a PS3 TGE? I prefer PS3 no offense
#8
10/20/2005 (2:50 pm)
Thank you again :)
#9
10/20/2005 (5:43 pm)
Plans for next gen consoles besides the Xbox 360 have not been announced yet.
#10
10/20/2005 (6:10 pm)
Thank you again :)
#11
I sure as hell wish it were as easy as planning for it to be AAA... Unfortunately, I think that's something that someone else grants upon you.
- Brett
10/20/2005 (7:47 pm)
Quote:
we plan for our product to be AAA
I sure as hell wish it were as easy as planning for it to be AAA... Unfortunately, I think that's something that someone else grants upon you.
- Brett
#12
10/20/2005 (8:20 pm)
Interesting... how can you prefer a console that doesn't exist in production units over one that does?
#13
10/20/2005 (9:13 pm)
Thank you again :)
#14
Basically, we plan for it to be AAA, meaning sell a lot. Developers have more control over the sale of a product than they are lead to believe. Of course that is my personal opinion and mean no negativity towards anyone. Teams that are inspired throughout the creation of a product and have a consistant vision as well, will more likely sell more products than a team that does not. Effective marketing may also play a role as well (I'm sure there are books on this subject).
I will shutup now.
Thank you again for your kind replies, they are apprectiated and have helped us greatly.
- Anthony Bertolo
10/20/2005 (9:26 pm)
Sorry I refreshed the page on my last few posts therefore I posted the same thing multiple times.Basically, we plan for it to be AAA, meaning sell a lot. Developers have more control over the sale of a product than they are lead to believe. Of course that is my personal opinion and mean no negativity towards anyone. Teams that are inspired throughout the creation of a product and have a consistant vision as well, will more likely sell more products than a team that does not. Effective marketing may also play a role as well (I'm sure there are books on this subject).
I will shutup now.
Thank you again for your kind replies, they are apprectiated and have helped us greatly.
- Anthony Bertolo
#15
Creating a AAA productis is a combination of love, dedication, honing, marketing, and luck. The luck part is being in the right place at the right time, having the right publisher who targets the right market when the market is ready. Having name recognition doesn't hurt, either.
Loving your product and being entranced by the mystique of what you want it to be are two different things. The Makers of Deer Hunter wanted to make a RPG and saw their piddly project as a foot in the door. Boom. The market was hungry for deer hunting games, regardless of the excitement of the developers. It became a AAA title, outselling most other games that came out that year. Game of the Year selling points.
Be passionate about your game, keep your developers excited and engaged in the product, but never pull the wool over your (or their) eyes. Doing so leads to problems during the long-hours before going Alpha or Beta or Gold. When the wool has been burnt at both ends and the product needs to ship before someone gets a stylus in the eye.
You have to have an even mix of awe and love for a product and a hard dose of realism about the real-world of game development for a product to succeed in development. In the marketplace, you need a whole host of other skills. When dealing with publishers, you will often have to have a secondary set of skills to your normal marketplace skills (and a good business lawyer, and an entertainment lawyer if the budget allows). Nothing quite like signing over your ip only to have them decide not to release your game or release it on a budget line for restricted/limited royalties since you missed the projected window in their analysis with the project (even if completed!). And then seeing your ip turn up two years later in Gamespot or IGN or GameSPY being developed by an in-house agency with 60 members + contractors and advertised to death.
There is a reality in the industry that wide-eyed mysticism cannot avert (yet). And there are sales numbers in the industry that the indie market can rarely touch (yet).
Okay enough rambling from me. For some reason, my sick-addled mind decided to reply. Good luck with your project. I'm going to take Nyquil and go to sleep.
10/21/2005 (9:01 am)
Martian Gothic was a labor of love. It was also a horrible, horrible game. The commercial world is littered with such titles (Battle Cruiser?).Creating a AAA productis is a combination of love, dedication, honing, marketing, and luck. The luck part is being in the right place at the right time, having the right publisher who targets the right market when the market is ready. Having name recognition doesn't hurt, either.
Loving your product and being entranced by the mystique of what you want it to be are two different things. The Makers of Deer Hunter wanted to make a RPG and saw their piddly project as a foot in the door. Boom. The market was hungry for deer hunting games, regardless of the excitement of the developers. It became a AAA title, outselling most other games that came out that year. Game of the Year selling points.
Be passionate about your game, keep your developers excited and engaged in the product, but never pull the wool over your (or their) eyes. Doing so leads to problems during the long-hours before going Alpha or Beta or Gold. When the wool has been burnt at both ends and the product needs to ship before someone gets a stylus in the eye.
You have to have an even mix of awe and love for a product and a hard dose of realism about the real-world of game development for a product to succeed in development. In the marketplace, you need a whole host of other skills. When dealing with publishers, you will often have to have a secondary set of skills to your normal marketplace skills (and a good business lawyer, and an entertainment lawyer if the budget allows). Nothing quite like signing over your ip only to have them decide not to release your game or release it on a budget line for restricted/limited royalties since you missed the projected window in their analysis with the project (even if completed!). And then seeing your ip turn up two years later in Gamespot or IGN or GameSPY being developed by an in-house agency with 60 members + contractors and advertised to death.
There is a reality in the industry that wide-eyed mysticism cannot avert (yet). And there are sales numbers in the industry that the indie market can rarely touch (yet).
Okay enough rambling from me. For some reason, my sick-addled mind decided to reply. Good luck with your project. I'm going to take Nyquil and go to sleep.
#16
10/21/2005 (11:05 am)
Very good anylisis. Thank you for the reply.
#17
10/21/2005 (1:20 pm)
I think the better question, Brett, is: How can you prefer a console with decidedly inferior development tools and hardware that makes it more difficult for you to do what you want to do?
#18
Here's a big question.
I'm an artist who does electronic installation work.
I've been using mobile platforms and game systems for projects for a while.
I would love to create a piece from my Torque stuff for export to Xbox360, but not for sale.
In addition, I want to teach my students (college-level Game Design and Interactive Media program) how to develop for the X360. Pretty practical stuff.
Bascially non-profit cultural and ecucational purposes.
How can I get a torque app onto my 'Box, and how can I teach the kids how to develop for this platform and demo their pieces?
Would this require special training beyond basic familiarity with Torque, and/or an NDA?
07/19/2006 (5:12 pm)
All right - Here's a big question.
I'm an artist who does electronic installation work.
I've been using mobile platforms and game systems for projects for a while.
I would love to create a piece from my Torque stuff for export to Xbox360, but not for sale.
In addition, I want to teach my students (college-level Game Design and Interactive Media program) how to develop for the X360. Pretty practical stuff.
Bascially non-profit cultural and ecucational purposes.
How can I get a torque app onto my 'Box, and how can I teach the kids how to develop for this platform and demo their pieces?
Would this require special training beyond basic familiarity with Torque, and/or an NDA?
#19
07/19/2006 (5:40 pm)
I'm pretty sure it's not even possible to get a game onto a box without a commercia license from Microsoft... though I could be wrong.
Torque 3D Owner Morrie