What do I need to add to TSE to make a single player game.
by Anton Bursch · in Torque Game Engine Advanced · 04/13/2006 (11:27 pm) · 2 replies
This is a snapshot from a pre-rendered point and click adventure game. I am working on a sequel to this and it's going to be full 3d in tge. As close to looking like this pre-rendered... but in full 3d in TGE. But as you can see... the lighting and model complexity is a little high end for tge. So I am thinking about tse because of the shaders and normal mapping. But tse doesn't have dynamic lighting or shadows. I would need that... on par with Deus Ex 2 and Thief 3.

The game release is in 6-8 months, so, I can't wait for MS4 for dynamic lights and shadows to be officially implemented. That means I'll have to do it myself. That's fine. Now comes my question.
Is there anything else that I can expect to need to code for tse myself to get a single player action/adventure game that looks like this and plays like Silent Hill games. And I mean graphics not ai or inventory or physics. Is there anything else I am missing that I'll probably need to add to tse besides dynamic lights and shadows? I don't want to tell my boss to purchase the commercial license and pay for all the art content for a tse engine game and then find out I am missing a critical feature that we don't have time to implement because we didn't plan for it.
This is my first big project and while I have my own opinions of what I think I'd need... I want the opinions of people who know more than me who understand tse and game engines better because they have worked on commercial games in a time limit like this and can give me a heads up to something I'm missing.
Thanks.

The game release is in 6-8 months, so, I can't wait for MS4 for dynamic lights and shadows to be officially implemented. That means I'll have to do it myself. That's fine. Now comes my question.
Is there anything else that I can expect to need to code for tse myself to get a single player action/adventure game that looks like this and plays like Silent Hill games. And I mean graphics not ai or inventory or physics. Is there anything else I am missing that I'll probably need to add to tse besides dynamic lights and shadows? I don't want to tell my boss to purchase the commercial license and pay for all the art content for a tse engine game and then find out I am missing a critical feature that we don't have time to implement because we didn't plan for it.
This is my first big project and while I have my own opinions of what I think I'd need... I want the opinions of people who know more than me who understand tse and game engines better because they have worked on commercial games in a time limit like this and can give me a heads up to something I'm missing.
Thanks.
About the author
I design and direct games for Somatic Vision. We primarily make games for use with biofeedback, but our latest game, Tropical Heat, a jet ski racing game, is for regular gamers and is available on PC/Mac and will be available on ipad and iphone soon.
#2
Well, that's a bummer. This game is going to look hot and I wish TSE could have been the engine to work with but in this time limit... I don't think I can risk it. But TSE is going to rock the house when it's done and I can't wait to use it.
04/14/2006 (1:02 pm)
Thank you. That is exactly the kind of point of view opinion I was looking to get.Well, that's a bummer. This game is going to look hot and I wish TSE could have been the engine to work with but in this time limit... I don't think I can risk it. But TSE is going to rock the house when it's done and I can't wait to use it.
Torque Owner Kevin Johnson
We were going for something simular with the interstices project. The mechanics of a point and click type adventure game were easily implimented. Just basically subclassed triggers and added all the goodies. Then added quests, load/save functionality..
We did however hit a brick wall...A scene with roughly this amount of detail, brought TSE to its knees. (And that was before we added any dynamic lighting). The lack of a state manager, and all the swapping going on behind the scenes, makes a scene like this almost impossible in a GAME context. We did, however come a long way and implimented some things like occlusion culling and our own 'quad tree' of sorts scene system, but we still didnt get the performance we required.. As a result our development schedule has been pushed way back..
I have no doubt that brian and co will have all this worked out for version 1.0, and TSE will be able to achieve this level easily.. but on a tight game schedule, like you mentioned.. I dont think it will be ready in time
k