Game Development Community

Beginner Question, Starting a new project

by Alex Riggen · in Torque Game Engine · 12/07/2008 (1:56 pm) · 2 replies

I just purchased TGE and have a couple beginner questions as I've never really used a game engine. I'm very experienced with 3D animation/modeling with Maya but never created a game before. I've gone through the Getting Started tutorial and actual am very comfortable with the terrain and world building and using constructor but I don't completely understand how you go about starting a brand new game project. Do you just create a copy of the "example" folder and then using the TorqueDemo.exe start building your new missions and gui or is there another way to start a project. I'm also thinking about using the FPS starter kit since the game I'm designing is from the first-person perspective although it is more of an adventure game but I'm guessing it will save me some time
.
Also, how do you create the final .exe file when the game is ready or when you just want to see how the game will run for other people when they obtain it? In the tutorial it has you run the game you create when you're done but you can still press F10 and get into the editors again.

Thanks
Alex

#1
12/07/2008 (2:48 pm)
For a beginner you're already on the right track for starting a new project. The starter.fps would be what I would recommend you stick with since most of the resources on here are geared more for it than anything else. Once you make a copy of the example folder you'll need the starter.fps folder, common folder, and creator folder, the executable, main.cs, and all of the .dlls's in the example folder - you can then do away with the tutorial.base, demo, and starter.racing folders though you might want to go through them and keep any data that the starter.fps doesn't include. It's possible to merge the "game" folder with the "common" but you may want to wait until you're more familiar with Torque before you do so.

If you change the name of the starter.fps folder to your "game name" you will also have to find every instance that starter.fps was used in a filepath in the scripts.

The TorqueDemo.exe is a precompiled executable that is built off of the "stock" source code. You can change the name and icon for it if you wish. You would only have to re-compile the executable if you make any source code changes. The TDN (Torque Developer Network) page for TGE has in depth guides to setting up and using a compiler (Visual Studio) with Torque.

For distribution you would need the common and "game" folder, the executable, the dll's, and main.cs. For script safety you would remove all other .cs files and only ship the compiled .dso script files. To disable the editors simply remove the creator folder and the keybinds (F5, F10, F11, F12) for the various editors.

A few useful links for more information:
TGE Documentation Start Page
TGE on TDN
And of course the forums where you'll find that many of the problems you may come across or questions you have may already have been answered/solved.
#2
12/08/2008 (10:24 am)
Okay, thanks for the help. That's kind of what I was understanding but I wasn't for sure.