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Please clerify for me, those who have completed the book.

by Jon West · in Torque Game Engine · 06/08/2008 (11:13 am) · 9 replies

Currently I am at chapter 11 and I just recently skimmed through the rest of the book. I couldn't help but wonder, what lies ahead? I know that in the last 11 chapters I have been creating sample scripts and textures, etc. But in no way do they tailor to my needs and what I'd like to know is: In the later chapters do you start from scratch again with more fluidity or will you have to create that koob game or whatever how it is in the book. I dont understand much of the direction this book is going but it seems its just leading me on this wild adventure to create someone elses game, not mine; whilst picking up useful knowledge of course.
Any help?

#1
06/09/2008 (9:38 am)
The book sticks with the "koob" example for pretty much the whole time, as I recall. Finding a book the specifically teaches you to make your game is a pretty rare thing. Do you feel you're not picking up the knowledge necessary to make your game while following the example of someone else's?
#2
06/09/2008 (10:04 am)
It's a pretty broad book, as it covers all aspects of torque/ game creation. From modelling, scripting, sounds, animation, even game design. I don't think it will hurt much to skip around the book. But, for the most part, I found this book useful. Just stick with it and complete the tasks given you. The koob game is nothing to brag about, but it does get you up and running with your own building, working gun, character model, and a vehicle to run around in.
#3
06/09/2008 (10:44 am)
My biggest problem with the book (at least the edition that I had) was that the example scripts were riddled with errors. Eventually, I just skipped doing all the exercises and just read the information.
#4
06/09/2008 (2:46 pm)
My first priority is to understand torque script, which I've gotten the picture mostly. Second priority is to learn how torque brings it all together, or rather, what it requires to function properly. I'm not entirely new to 3d development, I actually have quite background in it. I've modeled and mapped for years and I've developed 2d games for quite awhile. Thanks, for the advice, any more would be appreciated.
#5
06/09/2008 (3:26 pm)
If you haven't already gotten it, I highly recommend Game Programmer's Guide to Torque.
#6
06/09/2008 (3:33 pm)
I'll take a look at it. How does that one differ, if you don't mind me asking?
#7
06/09/2008 (3:44 pm)
GPGT is a good book that brings the TorqueScript possibilities into focus through designing and building a game at the end of the book.
Many things have been clarified for me through this book and with the benefit of the GG community Resources,
reading anothers script code now makes sense.
The book also serves as a reference for those that know TorqueScript already.

Edward F Maurina III has a folow up book to this one for the Advanced scripters out there. Both books are available from Amazon(dot)com
#8
06/09/2008 (3:46 pm)
I appreciate the help.
#9
06/09/2008 (3:57 pm)
GPGT focuses specifically on the "programming" end of things (no art or modeling stuff). It goes into more detail about all the various "game objects" that can be used in Torque (Player, Sun, AudioEmitter, Precipitation, Lightning, everything). It also has the best explanation/documentation of the various Torque GUI controls that I have ever seen. It functions well as a teaching book and as a reference book. GPGT was the book that broke Torque open for me.