Where to start scripting?
by Cosmas Atha · in Game Design and Creative Issues · 05/26/2009 (9:00 pm) · 10 replies
Hey all,
So I've got an idea, a concept doc, a design doc, a few concept art images, and my modelers are underway but I'm about to dive into Torquescript. Where to begin though? I'm curious as to the starting points here of the other community members and what portion of the code you recommend tackling first?
I'm working on a turn based RTS, if that helps any.
So I've got an idea, a concept doc, a design doc, a few concept art images, and my modelers are underway but I'm about to dive into Torquescript. Where to begin though? I'm curious as to the starting points here of the other community members and what portion of the code you recommend tackling first?
I'm working on a turn based RTS, if that helps any.
#2
Incidentally, aren't "turn based" and "real time strategy" contradictory?
05/26/2009 (9:06 pm)
The most obvious place to start is the online docs: http://tdn.garagegames.com/wiki/TorqueScriptIncidentally, aren't "turn based" and "real time strategy" contradictory?
#3
And yea I've got and endless pile of websites to go through. I'm just not sure what a logical place to start would be. It's kinda hard to center your thoughts when you're the only scripter in your team.
05/26/2009 (9:13 pm)
Ah yes Sherman, don't quite know what I was thinking there. A turn based strategy. I'm just so used to saying RTS. And yea I've got and endless pile of websites to go through. I'm just not sure what a logical place to start would be. It's kinda hard to center your thoughts when you're the only scripter in your team.
#4
If you want a good starting point to learn some basics such as how to use the editor, weapon scripting, AI pathing, basic particles, how to pick up items, etc try the tutorials at CodeSampler.com. I learned more from those than anything found here in the documentation that's listed as a tutorial.
Beyond that I would recommend browsing through the Resources and compiling a list of those that seem like they would help you create your game. It was having the examples of the resources and adding them to my project(s) that taught me the most about Torque, scripting or otherwise.
05/26/2009 (9:44 pm)
Most people tend to suggest starting with the Documentation -- but that sucks! It's generally good for reference so do go through it -- especially that general TorqueScript Overview link for a solid grounding in the basics of scripting. I learn from doing and experimenting so I simply dove straight in and started mucking around with changing the weapons, vehicles, player datablock settings, etc. Then started messing around with game logic and AI before ever bothering with the "official" documentation, but everyone learns differently. Over time you will learn a lot.If you want a good starting point to learn some basics such as how to use the editor, weapon scripting, AI pathing, basic particles, how to pick up items, etc try the tutorials at CodeSampler.com. I learned more from those than anything found here in the documentation that's listed as a tutorial.
Beyond that I would recommend browsing through the Resources and compiling a list of those that seem like they would help you create your game. It was having the examples of the resources and adding them to my project(s) that taught me the most about Torque, scripting or otherwise.
#5
05/26/2009 (10:04 pm)
Thanks for the replies!
#6
05/27/2009 (1:27 am)
I'd also reccomend the GettingStarted.pdf to get you started with making simple changes. I found it useful when I was just starting. You might want to skip the world editing parts, though, and dive into the scripting.
#7
05/27/2009 (5:46 am)
Starting with TGB I found a resource that implemented a feature I wanted in my game and learned where things were by implementing it. I kept doing that until I've reached the point where most of what I add now I can do just by tracking down the appropriate function in the TGB reference.
#8
@Cosmas - What is the first thing you want to implement? Be specific. Maybe we can help. "Where to start scripting?" is a little too vague. What engine are you using?
AI?
www.garagegames.com/community/resources/view/12407
World of Warcraft Style controls for TGE 1.5.2?
www.garagegames.com/community/resources/view/14607
Here's a long thread from when I was first starting. There's some scripting in there around post #29 for particle emitters and post #41 for audio emitters. Not exactly tutorials, but step-by-step walk-throughs of how others did it.
www.garagegames.com/community/forums/viewthread/51854
Hope it helps!
Tony
05/27/2009 (6:44 am)
I agree with recommending the gettingStarted.pdf as a starting point.@Cosmas - What is the first thing you want to implement? Be specific. Maybe we can help. "Where to start scripting?" is a little too vague. What engine are you using?
AI?
www.garagegames.com/community/resources/view/12407
World of Warcraft Style controls for TGE 1.5.2?
www.garagegames.com/community/resources/view/14607
Here's a long thread from when I was first starting. There's some scripting in there around post #29 for particle emitters and post #41 for audio emitters. Not exactly tutorials, but step-by-step walk-throughs of how others did it.
www.garagegames.com/community/forums/viewthread/51854
Hope it helps!
Tony
#9
I'm using TGEA though I'll probably upgrade to T3D when it comes out. Until then its practice time..
First and foremost I want to set the camera to Orbit mode, and give it a zooming feature. From there I can move into the actual gameplay elements.
About the camera...think CNC or Red Alert or .. well most any other 3D RTS out there.
@Infinitium3D - That WoW Style controls is probably exactly what I need, thanks a million.
Thanks to all for this amazingly enthusiastic support.
05/31/2009 (7:31 pm)
Ah sorry for not following up on this guys.I'm using TGEA though I'll probably upgrade to T3D when it comes out. Until then its practice time..
First and foremost I want to set the camera to Orbit mode, and give it a zooming feature. From there I can move into the actual gameplay elements.
About the camera...think CNC or Red Alert or .. well most any other 3D RTS out there.
@Infinitium3D - That WoW Style controls is probably exactly what I need, thanks a million.
Thanks to all for this amazingly enthusiastic support.
#10
It seems to me like there's.. nothing on it.
Also, where is the gettingStarted.pdf?
05/31/2009 (7:56 pm)
Also, does anyone find the Torque Developer Network useful?It seems to me like there's.. nothing on it.
Also, where is the gettingStarted.pdf?
Torque 3D Owner Sean H.