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Making a open source game with Torque 3D - Part 1

by Benjamin Stanley · 08/06/2013 (9:15 pm) · 15 comments

So Recently I got the idea to make a open source game with Torque 3D.

The overall idea is to make a game and contribute the tools, changes, and fixes into the Torque 3D Development branch on Github.

So here is what I am thinking

The game will be open source under the MIT license.

The Art will be uploaded to open game art under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

So why an open source game?

1. To draw attention to Torque 3D. Nothing says awesome like a high quality free game.
2. To get more contributors on board with Torque 3D.
3. To get more people working with Torque 3D.
4. To show what torque 3D can do given to talented people working together.

So with that said - I might as well share what I have in mind.

Link

You just need to click the link above.
Just keep in mind the document is not finished and is still quite a work in progress.

In a nutshell it is a Space Combat simulator with a very strong focus on teamwork.

Who and what will be needed?

This is the part where I am reaching out to the T3D Community for help. I really cannot do this by myself. The art I can do. However I cannot do the code at all. I am no programmer, I am just a humble 3D artist.

To be effective I think that we will need at least the following.
1x 3D Artist (Knowing how to make Hard surface and organic models)
2x C++ Programmers

If you are interested please feel free to get in contact. I will be setting up a few things in the next few days based on feedback that I have received.

My Contact Info
Skype - Ben_Stan385
Email - HeadClot88(at)Gmail(dot)com

About the author

My name is Benjamin Stanley. I am a Procedural World enthusiast, 3D artist, and Generally Awesome Guy. I have worked on various projects and Modifications in the past and I am currently looking at making a Free Game with Torque 3D or Torque 2D.

Recent Blogs


#1
08/07/2013 (4:07 am)
Awesome project idea, actually. I wish I had the time to contribute in some meaningful capacity. All I can really afford the time for right now is shouting out unwanted advice, like:

  • Here's a fantastic reference page for sci-fi space stuff in general and rockets in particular. Tons of hard science that you can pick and choose from.
  • Play Freespace or the sequel. Freespace 2 is on GOG but unfortunately it seems to have some problems with Windows 7. At least watch some YouTube videos.
  • Read the first scene in The Reality Dysfunction by Peter F. Hamilton. Nobody does space combat like he does.
  • Please do Newtonian physics with no drag or banking. Pretty please?
That said, I wish you the best of luck. This sounds like an awesome project. One piece of advice: keep it simple to start with!
#2
08/07/2013 (6:54 am)
@ Daniel, can't say I had an issue with FreeSpace2 on Win7. Freespace original can't be played on any modern PCs (I've still got the disks!) but FS2 has a total conversion mod for it.
#3
08/07/2013 (11:02 am)
Sounds like a great idea, however such projects with only an artist driving them, rarely take off (3D artist here myself).

P.S.: The non-commercial option for the art-license is neither desirable (due to uninteded side effects and incompatibility with Free Software) nor allowed on OpenGameArt.org (because of the earlier mentioned reasons).
Besides, CC-by-SA should grant you sufficient protention from non-benelovent commercial use anyways.

P.P.S.: While a space shooter is relatively easy from an artists point of view, the total lack of an existing code base on Torque3D for something like that (AFAIK) is probably a major barrier. A FPS or 3rd person game would be probably quicker to get running.
#4
08/07/2013 (1:21 pm)
@Daniel - Those are some very good resources! I will look into them all!
As for the Newtonian physics, I am really not sure about this. I would really need to do more research into this before I can commit.

@Steve - Go to GOG.com and look up Freespace. The GOG versions are compatible with windows seven and Vista. Very awesome site if you want DRM free games.

@Julius - Thanks for the feedback. If this project does not take off it will make some really nice portfolio pieces. As for the license that I am using currently - I do not have a commercial version of 3DS Max 2014 which is why I choose this license. Mainly to avoid me getting into hot water with Autodesk. If needs be I will host them on my sky drive or dropbox.

I am really want to stay on the Space Combat Sim path for now. If it fails to pick up. Then I will consider switching out to a FPS or Third person game. The whole Idea is to allow people to make future games with T3D that they previously could not do. :)
#5
08/07/2013 (1:28 pm)
I would think that vehicles designed for space would be using a completely different propulsion system. ie if you can avoid real thruster type vehicles. Though that design is very useful in an atmosphere it would suffer from maneuverability issues in zero g. I would think a saucer like shape with a more advanced propulsion system would be ideal for space combat.
#6
08/07/2013 (1:44 pm)
@Demolishun -

This is effectively what I want to go for. We will not be modeling the component damage. Maybe later in the project we could.

#7
08/07/2013 (2:22 pm)
Thats totally possible

and by using physical zones
asteroid belts and other stuff could be simulated
along with planets/ moons/ sons

actually a nice idea
would show off T3D in a new light
#8
08/07/2013 (2:41 pm)
Stete: oh. That's... good to know. I was never able to get it working... now I'm going to have another go. Thanks!

I don't think space-sim stuff would be outrageously difficult to get working in the engine. It would mostly involve taking away gravity, which can be done mostly in script AFAIR (setting gravityMod and so on), and even if not, would be like a two-line change in the engine.

Why do the spacecraft have wings? :(
#9
08/07/2013 (2:43 pm)
@J0linar -

Thanks for the positive feedback. It really means allot!

#10
08/07/2013 (3:32 pm)
@Daniel Buckmaster - No idea - I guess they are there for atmospheric flight possibly. Not sure.

I am dedicating allot of my time at the moment to an art update out the door and getting things set up on my end for an open source project.

So here is what I am looking for -

Some sort of free Web Hosting and issue/bug tracking solution.
I am currently looking at the following.

Revora.net for Hosting the site.

IndieDB.com for hosting releases of the game and getting the word out about Torque 3D and the project.

GitHub.com for hosting the code. Because this is what T3D uses. So I would prefer to be consistent on that end. Same would go for issue/Bug tracking.
#11
08/07/2013 (3:43 pm)
tbh i would suggest using
moddb/ indiedb - only
why?
why not, u can keep the community updated/ project members can show off
art and most important its close to the customer/ playerbase

ofc when the game reaches some kind of popularity level
it might need a website but for now and as long as there is no playerbase
there is just no need for it

retgarding gitHub
i would suggest using Bitbucket
as its more mature (from my pov at least)

@DB
Quote:Why do the spacecraft have wings? :(
becuase it just looks sexy :P
#12
08/07/2013 (3:52 pm)
Some concept art might be nice. All you have right now is an idea.
#13
08/07/2013 (6:06 pm)
@J0linar - Ok, fair enough. No website just a Moddb/IndieDB page.

As for BitBucket never heard of it. I Am looking at it now I like what I see. More so than Github.

@Dino - Funny enough I cannot draw to save my life.

However - I have managed to enlist the help of a friend of mine that can draw as well as do vector graphics.
So expect some stuff on that front soon.

As for me I am doing some 3D Art based off of his concepts.

So Expect another blog post when we have a decent amount done.
#14
08/08/2013 (7:53 am)
Quote:Why do the spacecraft have wings? :(

Because ... er ... it looks cool! :P

Just to point out that T3D vehicles already have the ability to show different meshes due to damage or change the skin/texture to one with damage on it.
#15
08/09/2013 (6:52 pm)
I am back... should you need any art help. I like the idea a lot.

Ron