UT2004 or Torque Game Engine?
by Grant Fowler · in Torque Game Engine · 11/22/2006 (7:38 pm) · 65 replies
Unreal Tournament 2004 Vs Torque Game Engine.
I havn't stopped thinking about my Torque games
project. Basically I have got a team together of just under 10 students with skills in
programming and art creation but I'm having second thoughts about Torque as our choice of
Engine.
You see, the 'experienced' ones like a guy who runs our Unreal Tournament 2004 modding
class recommends that game engine over Torque for us, not yet experienced game
developers.
I know Torque is also primarily, a fps oriented engine and the game my team and I will be
implementing is an RPG / (Action Adventure) (a micro version of Oblivion is one way I
would describe it). I look at Torque and I believe if my team and I think through the
best way to design our game we will come up against fewer brick walls and tall buildings
to scale during the development process. [I'm adopting a prototype based approach, where
by we will have a working game at the end of each cycle. Each cycle we will design and
implement a new feature until we have our "FUN" game.]
My UT2004 modding teacher says that it would be a lot quicker to create a game in UT2004
and that Torque has more of a linear and steeper learning curve. Not to mention I've
received some comments from other students about how annoying or hard to use the Torque
script was. (one team of students spent 2 years on a project like battlefield and finding
it to fall apart - possibly due to the team but maybe due to the complexity of the engine)
Would using UT2004 with just its script, level editor (no source code) be more suited to
us making an RPG. Or can you give me reasons why combating an engine like Torque (prob
more suited to 'experienced' developers) might give us a better outcome.
The one good point I have received about Torque is that you can (more easily) have a
commercial product at the end unlike UT2004.
Please share your reasons for choosing Torque over Unreal Tournament
I havn't stopped thinking about my Torque games
project. Basically I have got a team together of just under 10 students with skills in
programming and art creation but I'm having second thoughts about Torque as our choice of
Engine.
You see, the 'experienced' ones like a guy who runs our Unreal Tournament 2004 modding
class recommends that game engine over Torque for us, not yet experienced game
developers.
I know Torque is also primarily, a fps oriented engine and the game my team and I will be
implementing is an RPG / (Action Adventure) (a micro version of Oblivion is one way I
would describe it). I look at Torque and I believe if my team and I think through the
best way to design our game we will come up against fewer brick walls and tall buildings
to scale during the development process. [I'm adopting a prototype based approach, where
by we will have a working game at the end of each cycle. Each cycle we will design and
implement a new feature until we have our "FUN" game.]
My UT2004 modding teacher says that it would be a lot quicker to create a game in UT2004
and that Torque has more of a linear and steeper learning curve. Not to mention I've
received some comments from other students about how annoying or hard to use the Torque
script was. (one team of students spent 2 years on a project like battlefield and finding
it to fall apart - possibly due to the team but maybe due to the complexity of the engine)
Would using UT2004 with just its script, level editor (no source code) be more suited to
us making an RPG. Or can you give me reasons why combating an engine like Torque (prob
more suited to 'experienced' developers) might give us a better outcome.
The one good point I have received about Torque is that you can (more easily) have a
commercial product at the end unlike UT2004.
Please share your reasons for choosing Torque over Unreal Tournament
Thread is locked
#42
11/25/2006 (2:43 pm)
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#43
Honest posts? The only honest thing that came across in them was your ignorance.
11/25/2006 (2:44 pm)
Berserk, to be honest you've come across as really uneducated. Quote:stop blaming me for my honest posts, as I sayd I'm not going to be kind to GarageGames just because this is theyr forums or theyr engine
Honest posts? The only honest thing that came across in them was your ignorance.
#44
11/25/2006 (2:44 pm)
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#45
11/25/2006 (2:44 pm)
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#46
11/25/2006 (2:46 pm)
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#47
11/25/2006 (2:47 pm)
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#48
11/25/2006 (2:48 pm)
And again, you prove my statement correct. FYI, LawMaker can't easily be ported to the PS3 since it's written in DirectX.
#49
11/25/2006 (2:48 pm)
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#50
11/25/2006 (2:49 pm)
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#51
11/25/2006 (2:50 pm)
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#52
11/25/2006 (2:50 pm)
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#53
11/25/2006 (2:51 pm)
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#54
11/25/2006 (2:51 pm)
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#55
11/25/2006 (2:51 pm)
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#56
11/25/2006 (2:56 pm)
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#57
11/25/2006 (3:12 pm)
This thread is funny! :) Too bad GarageGames does not revoke posting rights of spammers/trolls/immature people. Makes it look like this community is full of it, when it's just a few.
#58
11/25/2006 (3:13 pm)
Can somebody PLEASE lock this topic, Beserk is acting like a child and this is just turning into... Spell-check free spam
#59
Man, now I remember what I hated most about spam trolls on GameFAQs.
And actually, I would fight you on the DarkBasic hate justification versus Torque. DarkBasic is a good language and has been used to create some great games. They may not be "Teh FPS 4shizzle" that Unreal has produced, but many have made some good bank for the teams involved, been distributed to portals, and have gained notoriety. Why deride them for using DarkBasic or Blitz3D or GameMaker or whatnot? If they make good games, they've done more than the vast majority of mod makers. Because most mods never get completed, regardless of good intentions. Just like most games from low-cost engines with dew-eyed developers with dreams never get completed.
I do find it interesting that you call "us" blind when you have cast out your own eyes without warrant and are casting meaningless stones willy-nilly without any rhyme or reason. Good luck on your projects. I am sure that I will see you on a number of communities that I frequent. Please don't spam them with crap from marketing pages. That just annoys me and other community members because it shows that you have no argument and are just posting for the sake of annoying a community. It is the equivalent of viagra spam for forums.
11/25/2006 (3:13 pm)
If I posted Eel Sex links from Stile right now, it would be more engaging than randomly cutting-and-pasting marketing information from other engine sites to somehow back up arguments that have not been made anywhere in the topic. Especially since no one is debating that good games could not be made in any of these engines that you are spamming the post functionality of the forum with.Man, now I remember what I hated most about spam trolls on GameFAQs.
And actually, I would fight you on the DarkBasic hate justification versus Torque. DarkBasic is a good language and has been used to create some great games. They may not be "Teh FPS 4shizzle" that Unreal has produced, but many have made some good bank for the teams involved, been distributed to portals, and have gained notoriety. Why deride them for using DarkBasic or Blitz3D or GameMaker or whatnot? If they make good games, they've done more than the vast majority of mod makers. Because most mods never get completed, regardless of good intentions. Just like most games from low-cost engines with dew-eyed developers with dreams never get completed.
I do find it interesting that you call "us" blind when you have cast out your own eyes without warrant and are casting meaningless stones willy-nilly without any rhyme or reason. Good luck on your projects. I am sure that I will see you on a number of communities that I frequent. Please don't spam them with crap from marketing pages. That just annoys me and other community members because it shows that you have no argument and are just posting for the sake of annoying a community. It is the equivalent of viagra spam for forums.
#60
I knew that saying that I didn't understand what you wrote would be interpreted as some kind of a put down. It wasn't meant to be. I was hoping that you might clean up you post so it made more sense. I really am interested in a conversation about "Unreal vs Torque for making a commercial single player RPG by a first time game studio".
I am interested because I am a Unreal modder turned Torque user who also tried out making a single player RPG as a first time game studio. I thought I had some very good perspective about this topic since I've been in their shoes.
I am not approaching this as a "Torque vs Unreal or other engines" conversation. That's not what the guy who asked the question wanted to know. I'm sure he already has his opinion about that. He wants to know if he can actually use Torque to make the game he wants to make. All things considered, as I stated above, IN MY OPINION based on my personal experience my answer is YES.
For the sake of not having my advice tossed up as blind devotion to Torque... I offered honest opinions about how other engines are a better choice for some games. As a way to hopefully cement that I am not just full of it and just trying to trick people into still choosing Torque out of some blind loyalty, I mentioned that I went off about Torque a while back so much that I was asked to leave the community because I was just... shitting on everyone in a thread. I said that as proof that I am not blindly devoted to Torque. And to show that I know where you are coming from, so you wouldn't have to feel like nobody is taking what you say seriously. I understand where you are coming from. I think you are pissed at Torque not meeting your expectations. It's all cool. We get it. No big deal.
In my opinion... a smart developer who is making their first game will follow the advice that you need to prove that you can handle something small before you can handle something big. That is the biggest reason to use Torque if you are going to try to make a single player RPG as a first time game studio. Honestly, my knee jerk reaction is to say that they should just make a mod and use it to get on at an established game studio and work their way to getting their own game idea made. But, since I know that it is actually possible to make the game they want to make with Torque... I have to side with using Torque and giving the improbable a try. Because seriously... it's not improbable that they can make this game with Unreal... it's improbable that they can make it with Torque... it's impossible that they can make it with Unreal(as a first time studio for a commercial game).
11/25/2006 (3:23 pm)
@BerserkI knew that saying that I didn't understand what you wrote would be interpreted as some kind of a put down. It wasn't meant to be. I was hoping that you might clean up you post so it made more sense. I really am interested in a conversation about "Unreal vs Torque for making a commercial single player RPG by a first time game studio".
I am interested because I am a Unreal modder turned Torque user who also tried out making a single player RPG as a first time game studio. I thought I had some very good perspective about this topic since I've been in their shoes.
I am not approaching this as a "Torque vs Unreal or other engines" conversation. That's not what the guy who asked the question wanted to know. I'm sure he already has his opinion about that. He wants to know if he can actually use Torque to make the game he wants to make. All things considered, as I stated above, IN MY OPINION based on my personal experience my answer is YES.
For the sake of not having my advice tossed up as blind devotion to Torque... I offered honest opinions about how other engines are a better choice for some games. As a way to hopefully cement that I am not just full of it and just trying to trick people into still choosing Torque out of some blind loyalty, I mentioned that I went off about Torque a while back so much that I was asked to leave the community because I was just... shitting on everyone in a thread. I said that as proof that I am not blindly devoted to Torque. And to show that I know where you are coming from, so you wouldn't have to feel like nobody is taking what you say seriously. I understand where you are coming from. I think you are pissed at Torque not meeting your expectations. It's all cool. We get it. No big deal.
In my opinion... a smart developer who is making their first game will follow the advice that you need to prove that you can handle something small before you can handle something big. That is the biggest reason to use Torque if you are going to try to make a single player RPG as a first time game studio. Honestly, my knee jerk reaction is to say that they should just make a mod and use it to get on at an established game studio and work their way to getting their own game idea made. But, since I know that it is actually possible to make the game they want to make with Torque... I have to side with using Torque and giving the improbable a try. Because seriously... it's not improbable that they can make this game with Unreal... it's improbable that they can make it with Torque... it's impossible that they can make it with Unreal(as a first time studio for a commercial game).
Torque 3D Owner Matthew Langley
Torque
This shows your ignorance as well as your faiure to face the truth yourself.
The problem is you're looking at it subjectively, not objectively. Please mature a little before you expect another response from me.