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I already did FPS tutorial now what?

by johxz · in Torque 3D Beginner · 01/27/2015 (6:49 pm) · 11 replies

Hi,

I already did FPS Tutorial and the "The Ultimate Guide to Torque 3D" preview from Robert Fritzen www.phantomdev.net/staff/phantom139/public/RFT3DGuide_PREV.pdf and I read some stuff here and there.

Now what? what is the next step/tutorial to learn? or the best way to learn Torque3D?

maybe a book? this is good to learn "Torque 3D Game Development Cookbook"? exist a good book for torque3d?

Please I need some advice...


#1
01/28/2015 (2:07 am)
Well... what are your goals? What do you want to do, and what's stopping you?
#2
01/28/2015 (2:07 am)
Sounds to me like you should try and make a game :)

Just a small one based on your own idea, maybe one that has a few of the features that your end-goal game would have, like melee combat or RTS cam.
#3
01/28/2015 (5:48 am)
A game FPS/RTS hybrid something like nuclear dawn http://store.steampowered.com/app/17710 and savage 2 http://savage2.com/en/media.php?t=m and natural selection 2 http://store.steampowered.com/app/4920 =) FPS, RTS, and RPG genres "blends them seamlessly into an extremely addictive experience" hahaha

this is the right engine, right? so far i like it. I think have "everything" for this kind of game.

someone be kind enough to point me in the right direction

@Dan what's stopping me, the tutorials :( none of them teach to develop at least a little game. I'm very new on this, the theory behind of develop a game don't know. Advice is much appreciated

@Lukas RTS cam is good idea thanks.

this weekend is three days Yeey! a holiday day.... I want use these days to learn something of torque3d
#4
01/28/2015 (6:06 am)
Ah, then the RTS prototype would be a good idea to check out: here

In general this collection of tutorials is a good resource: T3D tutorials en masse.

Also, the FPS tutorial actually teaches you to make a game, at the end of it you should be done with a playable small game :)
The only way you can learn how to realize your game idea however is to actually make something thats not based on a tutorial but rather on your own creativity. The tutorials are just there to give you an understanding of how stuff works and provide a base to expand upon.

Happy dev-holiday! :P
#5
01/28/2015 (6:11 am)
The "right engine?" That depends on a number of factors....

I think that for an engine that was originally intended for a FPS it requires remarkably little work to prototype almost any genre in it. It might take "a bit more" to "a lot more" work to make a full blown game in another genre, but it's still pretty flexible. The one thing I find really irritating about UE4 is that so much of the system is wrapped up in "boilerplate generators" that it can be hard to see how things work - T3D doesn't have that issue.

It's free - so if that makes it "right" then there it is.... lol

There are other tutorials in the documentation (this are links to a copy of the GarageGames docs on my site. Only the RTS Prototype is "newer" than the originals at the original location -
RTS Prototype
Adventure Prototype
Mission Triggers
#6
01/28/2015 (4:44 pm)
Pretty sure the FPS tutorial actually only teaches you how to mod the FPS template :P. Try finding Steve's action/tactics hybrid tutorial. Seems to much more comprehensively cover what you'll need to do to actually make a game, not just mod the templates.
#7
01/31/2015 (9:21 am)
Regarding books,the Torque 3D Game Development Cookbook is very good but more of a text to help with more specific things after you have became experienced with T3D a bit. It is very good and I only own the Kindle version. I want the hardcopy.

I personally find Torque For Teens, 2nd Edition a helpful book.(You don't need to be a teen.) It walks you through making a very simple game.

The Game Programmers Guide to Torque is outdated but is a very good reference as to how TorqueScript works. I find this a very valuable resource, especially when getting older TGE script to work in T3D.

3D Game Programming All-in-One, Third Edition is a good resource and I wish that it worked like the previous versions but unfortunately the code in the book is different from the code on the DVD. Furthermore the code printed in the book that you type in doesn't always work. I attempted emailing Ken Finney(author) plus PMing him here. I think he disappeared. Anyway he is a very good writer and I would recommend this book as a reference and a learning tool(especially getting custom characters in the game, working with Audio and Graphics tools.) but unfortunately the code is completely a mess, so I guess I recommend it but be warned don't try to go through the exercises.

#8
02/02/2015 (8:03 am)
Thanks I really appreciate... I did a few stuff this days :) is a easy game engine. But we need to order a bit more list of tutorials, i'm very newbie and sometime don't know how to continue

Thanks for the comment Jason I was looking for a book, too bad that 3d game programming all in one is a mess, the old edition are still good? can be used?

It will be nice to see a fully updated book for Torque 3D MIT. What version you think would be good to start writing a book? v4? or wait a little longer?
#9
02/02/2015 (8:54 pm)
The 1st and 2nd edition of 3DGPaiOne were for 1.2 and 1.4 Torque Game Engine which at this point would just be confusing.

The 3rd edition is 1.1 T3D(written before MIT) so there is some big differences in file structure("scripts" folder is "control"), even so it's helpful and has a huge amount of information from uv unwrapping and working with textures, to modeling in Milkshape 3D, to working in audacity and gimp. The chapter on using heightmaps to generate terrains was really helpful. However since the entire premise of the book is being able to put together a working single/multi player game and the code is broken I can't recommend it as a complete book only for reference. It's really too bad since it could have been great. My guess is there will be no 4th edition.

Torque for Teens is less about scripting and more about creating a game mostly in just the Editors. Anyway I can recommend that book because you can use it to make a game, but it is a bit simplistic. Just saw it used on Amazon with DVD for $11.88 which is worth it just for the tidbits.

As I said, still find The Game Programmers Guide to Torque very helpful for understanding TorqueScript. I just read through it when I'm doing nothing. Namespaces may change but basically TS is the same.

I don't know if there is a book in the works but I would buy it if someone wrote a good one for Torque MIT.

Personally I believe if you want to learn, just start making some level maps. Grab Ron Kapaun's excellent asset packs which are unbelievably free

www.3tdstudios.com/models.html

Learn how to make some structures with interiors.

Inside this package is the simple Improved AI Guard resource and AI Marker by Twisted Jenius with instructions,which works pretty well for prototyping.
www.mediafire.com/download/wcx237eausekut2/Basic_AI_Kit.zip

Just make some levels with enemies in it. Change their 3D models, try adding a different gun. When you get stuck ask questions here. Just an idea.
#10
02/03/2015 (12:54 pm)
thank you very much Jason, I'll use the ai_kit. These days I was trying to add other weapons, but don't know where to find weapons resources at least basic ones
#11
02/04/2015 (4:20 am)
I will try to get something together that might help. Adding a third person weapon is pretty easy but the fps arms make it hard for first person.

I really want to learn about replacing the arms and adding animations myself.