Game Development Community

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

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#61
11/25/2006 (3:39 pm)
Quote:Unreal vs Torque for making a commercial single player RPG by a first time game studio
If that is the question (and I think you are right about it being the question), then the answer would be no. Unless you have Angel investors with deep pockets and are willing to give up you IP to publishers should they continue with your franchise (with or without you) or simply cancel it and not provide you with the means of picking it up later since you would have to purchase the rights back from them at a much higher rate than they purchased them from you. Unreal is truly unreal in this context.

Now, if you have money, can license the engine and shop to a publisher in a fashion that allows you to keep your IP while allowing them simple distribution rights...then Unreal development rocks. But you would have to gain a lot of capital to get there. And I'm not just talking financial capital, but business capital to leverage such a negotiation.
#62
11/25/2006 (3:52 pm)
@David Blake

And who in the world would do that with their first game. You know. Hell... if I could raise that much money I wouldn't risk it on my first game. No way. I'd make some games first and make sure I really do know what I'm doing. I believe in taking 'steps' of faith, not 'leaps'. Besides, you are only going to get better at making games as you make them. Why not save the big money for when you have a mature idea. If you have it.

Right now. If I won the lottery and could finance any game I want to make. I would not make a big AAA game first. I've done enough game making to see how big of a job it is and I just plain would not do it. I would start small. Make small risk free games first. Games inexpensive enough to have the cost be worth the learning experience. Then I would work up to making big and better games. Games have to be a longterm journey for you to really get what you want out of them. There's no reason to race to getting a big game done so you can make it. There's a million examples of people who's stumbled into success too soon and screwed it up even faster. Why do that to yourself. Why not take your time. Enjoy yourself.

That's why I would never license the Unreal Engine for my first game. I would be stressing out because I now have to have a game that makes a LOT of money just to pay back the license cost. Man. You'll knock a couple years of your life off stressing like that. It's just not worth it.
#63
11/25/2006 (3:56 pm)
@Anton
Exactly. Very well said.
#64
11/25/2006 (4:38 pm)
Quote:And that sayd, I found mattew's post really offensive.

Hmm... my post yeah? Lets review what you said.

Quote:La-la-la-la-laaaaa, I can't hear all of you....

And you are offended that I requested you be more mature. Honestly can you agrue that "La-la-la-la-laaaaa" is mature lol?

Well the main reason I haven't responded specfically to all of your redundant points is that you lay it out horribly and repeat things over and over again. You claim to be objective and reference the truth when all you spout is un-experienced marketing babble. Being objective is about using your reason to identify reality, not subjectively sticking to your own opinions (not fact).

I am a person and I do have a life. I would rather spend this American holiday weekend with my wife than responding to you Berserk. I also do something we like to call work, that usually keeps me from wasting mass ammounts of time responding to those that already have made up their minds and aren't really going to consider what I have to say, I think the rest of the participants agree.

Quote:Can somebody PLEASE lock this topic, Beserk is acting like a child and this is just turning into... Spell-check free spam


Quote: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.


I think we all agree that this thread is becomming useless. Great counter arguments to David, Anton, and the others that have tried to show reason to Berserk.

@Berserk: feel free to e-mail me any sound, mature, and well structured arguments and I'd be happy to give you the response you desire. Though if you repeat everyting multiple times and spam me in an e-mail I won't have the time (or tolerance) to give you a reasoned response.

mattl (AT) garagegames (DOT) com
#65
11/25/2006 (4:39 pm)
Closing this thread, it's not getting anywhere anymore. We rarely close threads on the GG forums but I think that the response of the community validates this decision.
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