Game Development Community

TGB Workflow?

by Martin Askestad · in Torque Game Builder · 08/05/2006 (3:35 pm) · 1 replies

I've been thinking about a good workflow in TGB for writing games. And actually managing to finish them. Because from what I understand the "Level editor" is just about building the levels. The gameplay mechanics and such must be written separately?

So if I understand TGB correctly one way to work properly with the program would be to
1. Build my really neat levels using the level editor. And all the other cool stuff using particle editor etc.
2. Fire up my favourite text editor to write all the scripts that make my game, well a game.
3. Build my menus and other Guis using Gui editor.
4. Write the scripts that make my guis work.

But here is where I've gotten a little confused. If I start TGB, wont I end up in the Level Editor. So how do I get from building and testing individual levels to starting my main menu and testing my way through the game?? And did I miss anything?? Because writing the steps in a list like this, it looks kind of... easy??

#1
08/05/2006 (3:45 pm)
TGB makes game programmig easy!! :D. Well, people will have different ways of working. For my current project, this is what I am doing.

1) create test level, particles etc..
2) script all functions that will be required in the game using the test level
3) create more levels that use all functions to ensure game is fun
4) create real art assets
5) add gui

When you open up TGB you can create a test project where all your scrap work will go. Here, your code can be messy (preferably not so that you can just copy + paste), and there can be redundant functions. Then once you have all scripts working, create a new poject and plan on how your going to organise the functions. ie, player movement in a file called "player.cs" etc.. Dont forget you can also save levels in your project. So when your testing, you can just load the level you want rather than having to go through every stage.

Just some ideas :)