Game Development Community

Torque decision.....

by Alan McNair · in General Discussion · 05/02/2006 (4:00 am) · 15 replies

Hi everybody!

First post on the Torque forum.

I was just wondering if you guys could give me a bit of an insight into Torque.

Basically, I'm considering doing my final year project in Computer Science, by creating a game possibly using Torque.

I was wondering if you guys feel that 6 months is enough time to get to grips with Torque (to a resonable extent) and produce a decent enough game?

I have just regular programming knowledge, nothing fancy. I have programmed a bit in University using C and recently Java.

Any help you can give me would be appreciated.

Thanks in advance.

Alan

#1
05/02/2006 (4:12 am)
The learning curve of Torque has been discussed to death before, use the search! (and use the Torque forums next time)
#2
05/02/2006 (4:25 am)
Sorry for the mistake
#3
05/02/2006 (4:40 am)
There are already a lot of posts discussing the learning curve of torque (1) as Stefan points out. and also some interesting games being build in a short time (2, 3).

In IMHO using torque for a Computer Science project wouldn't be bad if you are intending to show a game, and not a tech demo. Also one thing to keep in mind is that you would have to code in TorqueScript and not C++, as the game part is programmed there. There are many threads on when to use script and c++ (4).

And I do think that 6 months are feaseable to write a small game.
#4
05/02/2006 (4:41 am)
Thanks Martin
#5
05/02/2006 (7:13 am)
Alan,

Take it easy. All I did was point it out so you knew it until next time. There's plenty of threads about this already and they contain some very good information.

How much time will you have to learn?
How much time will you have to actually make the game?
Is anyone helping you?
Do you have to document your progress and what you're doing? (since it's a Final Year project)

6 months sounds terribly little if you're going to learn the SDK and make a game too.
Of course it all depends on what type of game you want to make (you didn't say), if it's a FPS, and how fast you're learning.

Just my humble opinion and I wish you good luck.
#6
05/02/2006 (7:23 am)
Sorry Stefan, have been having trouble in work today with the server and was in a bit of a bad mood earlier!

I have the next few months (until October) to get to grips with Torque, most importantly Torque Script.

The game will have to be made by Easter next year.

The University lecturer has a student currently using Torque this year, and he knows about game design and programming but unfortunately he has not had first hand experience with Torque.

I will have to document my progress as it is a project and will have to provide all the necessary write up when handing in my project next Easter.

I have no real decision made on what type of game I am going to make, but possibly a third person shooter is an idea that I have.

Thanks for your advice - any more that you have is welcome!

Sorry again about that earlier post!!
#7
05/02/2006 (7:30 am)
I'll have to echo Stefan's question of whether you're working in a team or not. I used Torque for my Associate's Final Project and made a party game with 8 mini-games in 3 months with a team of 5. If you're working in a team then 6 months is entirely possible. If you're all on your own then it would probably still be possible, but would probably hinge more on what type of game you'll be doing.
#8
05/02/2006 (7:33 am)
It will just be myself working on the project, with the assistance of my lecturer - although he has never used Torque himself, but knows of it due to other students working in it.
#9
05/02/2006 (7:48 am)
Well, since you've got 5 months to get familiar with Torque and if you don't get overly ambitious with your design, then yeah, I'd say its possible to do.
#10
05/02/2006 (7:53 am)
Thanks for the info mate, any good books you recommend on getting to grips with the Torque Script?

Or any online guides?
#11
05/02/2006 (7:57 am)
::Edit - double post::
#12
05/02/2006 (8:51 am)
The Game Programmer's Guide to Torque would be a must buy. Edware Maurina's PDF guides helped me immensely during that project, which is what this book is the culmination of. A lot of the older tutorials that I had used during that time have since disappeared off the net, but you'll be able to find the same information here in the forums. There's also the Mapping Kit for Beginners by Apparatus that was recently made free.
#13
05/02/2006 (2:31 pm)
I definately agree with Scott... GPGT (Game Programmer's Guide to Torque) is a must buy. I wish it was avaiable when I was learning Torque :)

In 6 months you can get quite a bit done. Though what you can get done is highly dependent upon you. How quick you learn, how dedicated you are, and also what your goals are. What type of game project are you looking at?

When I was finishing up a degree in Game Design me and a team of about 5 approached doing a fairly simple game in TGE. We wanted to keep it as a FPS but have pathfinding and squad based combat with a bit more strategy involved. I was the only scripter and programmer so the core game was basically done by me. This was in 2 months time, while working and doing necessary papers and presentations. In the end I got a flocking/squad based movement system in utlizing an A* pathfinding resource on this site. Gameplay involved multiple "Landing Pads" in which you had to jump on top of and stay on top of for a count of 50. Once you did one of three random pods would land, each giving you a different benefit. One replenishing health, another ammo, and a final one that called reinforcements. I didn't get a chance to focus on much enemy AI, basically find the closest players (while in a squad and using the A*) and stay a certain distance away while they fight. I didn't get everything finished and working flawlessly, but I did get quite a bit working.

2 months was definately not enough time, but within 4 months I would've definately been able to get a full working prototype done, maybe less. So when you say 6 months I'd definately say it's possible. Best to scale down though... if you doubt at all you'll make it then just scale down your idea. Best to have 1/4th of what you wanted but a complete game/prototype, rather all of what you wanted but not complete.
#14
05/02/2006 (3:13 pm)
Hi again Alan,

I hope the server is getting better, I know how it feels when they fail.
You said there was another student attending your school that used Torque, would it be possible to have him as a contact you could talk to when in need of help?

I would focus on TorqueScript. Battling both the internal engine, and TorqueScript can take very long, IMO. But as long as you keep your design and *consider* the limits of Torque, you should be fine for a smaller project. Getting to know the limits is one of the few things I skipped when I started out my project and I had to regret it later on.

Some things can be done easily, some things are more difficult, and some things are nearly impossible in the timeframe you have, so designing your game around that is my suggestion.
#15
05/03/2006 (2:48 am)
Hi guys,

Thanks for all the above info.

I am going to buy Game Programmer's Guide to Torque, I assume that it will teach you how to code in Torque Script?

Matthew - I'm thinking about doing a third person shooter for my project at the moment.

Stefan - The student currently doing the project would be finishing up this month, so I'm not sure if I will be able to contact him when I go back to Uni, although I could always get his email address and hope that he would help me out a bit!

Thanks again

Alan