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Uebergame 0.02 Released

by Duion · 05/05/2015 (2:25 am) · 15 comments

Download page: www.duion.com/games/uebergame/downloads

This time I tried to get support for all versions done and the download includes now windows 32 and 64 bit executables and Linux 32 bit executable.
It is build upon the latest development status, since I wanted the new features, so I hope all works out well.

For the game I made some variations of the demo map and added pickup items for ammo, grenades, mines and medpacks, to add some more variation to the gameplay.
The options-menu also has gotten a lot of updates and the GUI overall has been improved.

In the package there are also a bunch of new assets that are not used yet in the maps, so you can try them out in the editor if you want.

And finally some screenshots about the map variations:

www.duion.com/files/forums/gg/gg_desertruins_day.jpgwww.duion.com/files/forums/gg/gg_desertruins_night.jpgwww.duion.com/files/forums/gg/gg_desertruins_dawn.jpgwww.duion.com/files/forums/gg/gg_desertruins_storm.jpg

About the author

http://www.duion.com - Human Paradigm Specialist


#1
05/05/2015 (2:59 am)
like the night picture. Gui looking well also.
#2
05/05/2015 (3:16 am)
The ingame GUI was more a quick workaround, it is OK, but I'm not fully satisfied with it yet.
#3
05/05/2015 (8:36 am)
This is looking very good Duion. I wish I understood T3D more. Unfortunately I had to go with UE4.
#4
05/05/2015 (7:01 pm)
@Jose Salinas, what are you talking?? hahaha t3d has very good resources out there!! Books, videos, tutorials and you can ask :) what you need?

btw good screenshot duion!
#5
05/06/2015 (5:13 am)
I do learn UE4 at moment, and i can say I miss all the easy stuff from t3d.
Example: try to make a water with the same functionality as t3d have as standart in the editor.

Learning Blue Prints is also not an easy task. But one is sure, you can make near everything with UE4, but you have to go a step back in developing and need to make all the need assets first. So you can't just take a waterblock from editor. You have to make your water first, with physic volume, water plane and a lot more is need to have a working water block.

Thats the big different, when you use UE4. Torque is a time saver, and very good to make prototyp games, or end user games also.

But the big diferent is: t3d is not a AAA engine.

Sry Duion, to be a bit off topic :)


#6
05/07/2015 (9:14 am)
@ johxz, I started using torque in 2009 to 2013. This is what I did with it, https://www.youtube.com/watch?v=IW6QQEtuzbg, https://www.youtube.com/watch?v=EHSblppAFFI, https://www.youtube.com/watch?v=ziDEew6Jzh8 and a few other stuff, I switch to UE4 last November and this is what Iv done https://www.youtube.com/watch?v=hazuFvDaJQ0, and https://www.youtube.com/watch?v=_txi1XIHmyA

#7
05/16/2015 (3:44 pm)
@D Fasel : What is a AAA game engine?

According to wikipedia, In the video game industry, AAA (pronounced "triple A") is a classification term used for games with the highest development budgets and levels of promotion.

Historically, T3D took benefits with high budget (mine included with 1000$ reload cost) with InstantAction. InstantAction stabilized the engine, and brought many improvement to the engine.

My question is : Does T3D needs high budgets in dev and promotion ? The answer might be yes, but it should be brought by the community as reward for MIT Licence.

I think the engine is ready to make good quality games. You can consider graphic algorithms, network algorithms, and many more. They are all on top (or near).

BEST ! The MIT licence, go against AAA engines, because, it means there is NO budget.

But what do you want ? To make a game ? Talk about Unity to Unity devs, with the EPIC fail of version 5 ! I don't know UE4, but from what I see from Jose, The result is quite better with T3D than UE4.

Let's come again with AAA. What should be AAA ? The engine, or your game ?
#8
05/16/2015 (4:28 pm)
I believe if some more people would use Torque and contribute their engine fixes back, Torque would be totally fine to use.
A game engine grows with its users that use it for something, so it can evolve.
#9
05/16/2015 (10:15 pm)
Yeah I like how T3D renders the textures and handles collision. I hate unreal that it takes a second to load the textures and have to do the collision manually. But with T3D I know like 40% of whats going on with the script, the only reason I made AI work cause I followed a resource and in UE4 with blueprints I know whats going on 100%, I wrote the AI by myself. I like T3D a lot that's why I wish I knew how to use the scripting and coding part. If one day I have a official game studio I want to finish my AIS game with T3D but I'm just going to pay someone to make it lol
#10
05/17/2015 (2:39 am)
I just can say, both engines (ue4 and t3d)have plus and minus.
And both engines are using different tech, how to build your game and assets.

Oh, and both engines could learn from each other about the nice stuff they offer. :)

#11
05/19/2015 (3:37 am)
Never mind...
#12
05/19/2015 (6:19 am)
yea, i most miss UAISK, about it is a time saver to fast get ais working and play around with the behaviors. It also was supper easy to make NPCs with UAISK.
I also miss things like the water block/plane. It is a pain to make a nice volumetric/physic/water in UE4.

#13
05/19/2015 (6:34 am)
Looks like you are all with UE4 now...
#14
07/23/2015 (8:30 pm)
I use any tool that will do the job. All engines including Torque 3D are fine.
#15
01/17/2016 (9:44 am)
Never mind...