How easy is torque 360?
by Benjamin C. Good · in Game Design and Creative Issues · 01/19/2009 (7:17 pm) · 3 replies
Hey before iget torque 360 well, hoping 2 get i need 2 know how easy n user friendly is it.
About the author
#2
@Benjamin: Torque X, may not be a viable solution for what you want to do, if you want to do a disc based 360 release, or release on xbox live arcade, you can't do that with Torque X. I would suggest if you really want to make 360 disc release. Build everything in TGEA, it still has codeOnce to get it on the 360 (which i believe is actually more of TGEA -> T360 -> DevKit, as far as a pipeline goes). Shop for a publisher when your game is done as a PC release. Then try to become Microsoft Developer Certified, your chance at success would much likely be higher.
As far as how easy it is, I couldn't say, I asked the same question some time ago, and I don't think GG really wants to talk about it, until you are at the point where you can evaluate the engine for yourself. And sadly I don't think we have any Community members who have released with T360 to talk about it. But T360 adds the xbox functionalitys, sort of like XNA does, Gamer Services, Leaderboards achievements, etc. Not so much changes to your game, but giving it the necessary features that all disc 360 games have.
Hope that helps!
01/20/2009 (7:06 am)
@Andy: Actually anyone who has a 360 and access to Live (Silver or Gold subscription) can play your game if you release with Torque X over community games. Someone only needs a Creator's Club subscription to release a game on XBLCC not to play it.@Benjamin: Torque X, may not be a viable solution for what you want to do, if you want to do a disc based 360 release, or release on xbox live arcade, you can't do that with Torque X. I would suggest if you really want to make 360 disc release. Build everything in TGEA, it still has codeOnce to get it on the 360 (which i believe is actually more of TGEA -> T360 -> DevKit, as far as a pipeline goes). Shop for a publisher when your game is done as a PC release. Then try to become Microsoft Developer Certified, your chance at success would much likely be higher.
As far as how easy it is, I couldn't say, I asked the same question some time ago, and I don't think GG really wants to talk about it, until you are at the point where you can evaluate the engine for yourself. And sadly I don't think we have any Community members who have released with T360 to talk about it. But T360 adds the xbox functionalitys, sort of like XNA does, Gamer Services, Leaderboards achievements, etc. Not so much changes to your game, but giving it the necessary features that all disc 360 games have.
Hope that helps!
#3
01/20/2009 (9:35 am)
@Stephen - You used to need a creators club membership to play them too, when did that change so that anyone can play?
#4
01/20/2009 (9:40 am)
@Andy: Once the Community Games section of Live was released (with XNA 3 and the NXE), now you just set your price and anyone can purchase them and play.
#5
01/20/2009 (10:18 am)
Thanks for the info Stephen, that's some very good news indeed :) I was always put off having a go at writing one using Torque X for that reason.
Torque Owner Andy Rollins
ZDay Game
Looking at your other post Benjamin I'm guessing you're knew to the game development world so Torque 360 isn't going to be for you, I don't think you'd get the license from Microsoft and the costs are going to be $10,000's if not more.
If you're after developing for Xbox as a newcomer then you want to be looking at Torque X which is an indie friendly and much much much cheaper route. However, that requires anyone that wishes to play your game to have a subscription to the Microsofts game creators club (around $99/year).