Which Torque version to go for...
by Barrie · in Torque Game Engine · 02/07/2007 (11:05 am) · 2 replies
Hello GarageGames Community.
I am interested in working on my first game project using the Torque engine but I have a few things in mind that I want to ask about. I seem to be gravitating towards the Writer/Designer side of things, so I am coming up with ideas and then writing all the back-story, details etc for the idea.
1) My first project is a fairly simple game using the 3D Torque. I am only just starting out but the project needs to be 3D. Which is the best product to get? (TGB seems to be mainly 2D)I have some Maya 3D knowledge but my programming is pretty much zero.
2) I am interested in the XNA side of things for the Xbox 360 and I have seen Torque X. How does this compare feature wise/ability wise with the other Torque engines? Without Torque X can you still transfer the information to XNA Studio and compile it without problems? Again, the project is aiming at 3D but I want to use this first project as a learning curve to work on more ideas.
3) Are there any set rules when it comes to starting a project in Torque and then trying to recruit people to help out?
Thank you for your time,
Barrie
I am interested in working on my first game project using the Torque engine but I have a few things in mind that I want to ask about. I seem to be gravitating towards the Writer/Designer side of things, so I am coming up with ideas and then writing all the back-story, details etc for the idea.
1) My first project is a fairly simple game using the 3D Torque. I am only just starting out but the project needs to be 3D. Which is the best product to get? (TGB seems to be mainly 2D)I have some Maya 3D knowledge but my programming is pretty much zero.
2) I am interested in the XNA side of things for the Xbox 360 and I have seen Torque X. How does this compare feature wise/ability wise with the other Torque engines? Without Torque X can you still transfer the information to XNA Studio and compile it without problems? Again, the project is aiming at 3D but I want to use this first project as a learning curve to work on more ideas.
3) Are there any set rules when it comes to starting a project in Torque and then trying to recruit people to help out?
Thank you for your time,
Barrie
#2
02/07/2007 (11:46 am)
I recommend you download the TGE 1.5 demo and play around within the editor and with the starter kits.
Associate David Montgomery-Blake
David MontgomeryBlake
2. TorqueX is currently 2D only right now, with 3D on the way. There is no direct TGE to XNA solution. TorqueX is written in C# (as is XNA), so porting would be necessary and require a certain level of programming knowledge.
3. Start a project, prototype it, and recruit. Make sure to tell exactly what you will be providing and the level of interaction that they will be providing. Be as clear and concise as possible. And be ready to be open to the ideas of others on the team. It's called a team for a reason. One of the big mistakes that many people make is the "mine mentality". My idea is king, your commentary sucks. Now make my game, lackeys. That kind of thing doesn't get you very far.