Game Development Community

Next release when?

by Andy S. · in Torque X 3D · 11/23/2009 (5:28 pm) · 25 replies

John, can you maybe please give some insight on what is coming and when?
What about proper shadowing? Which new features will the 3D editor have? Will it be more stable than it is currently? What about avatar support? What kind of tutorials?

Would be very nice to hear whats going on with TX.

Thanks

Andi
Page «Previous 1 2
#1
11/25/2009 (6:09 pm)
Version 3.1.4 was just released with a lot of fixes and optimizations to the engine and tools. The next release is planned for early January 2010. I'm planning to write a blog post that outlines the schedule and features in more detail. Some of the highlites for the next release include billboards, avatars, more game components, and 3D editor changes. Better shadowing is a high priority and is in the works, but may not be ready in time for that release.

John K.
#2
11/25/2009 (11:27 pm)
Sounds good, waiting impatiently as always :)
#3
11/26/2009 (10:46 am)
Yeah this does sound good!

@John:Could you possibly post a link to the blog once its up and running?

thanks ;)
#4
11/26/2009 (1:32 pm)
thanks john for the update, sounds very good ;-)
#5
11/26/2009 (7:07 pm)
Although, there is a major component missing from that list that is really needed John... documentation!

I'm running through the T3D Demo at the moment and I have to say I'm overly impressed, so you guys need to clone Mr Perry asap.
#6
12/10/2009 (8:29 pm)
I just bought John's book on amazon.com today...looking forward to reading it. Maybe that will help fill in the documentation gap.

--RB
#7
12/10/2009 (8:34 pm)
I'm pretty sure it will, provided you take the time to play with the engine. I find that 3.1.4.0 is a heck of a lot better than the original release version and hence I'm actually getting somewhere with it now, and now John's book has become the reference by my side.
#8
12/10/2009 (9:24 pm)
@Trent Tait

Do you own John's book? I'm curious how much has changed in the engine since the book was published.

If I'm not mistaken, the book is based on GameStudio 2.0...so I'm a bit concerned that the material in the book might be dated.

I'm also not sure if John's book applies to the "free for Creators Club members" version of TorqueX or if it is meant for owners of the full engine with source code.

I'm trying to find the path of least resistance (*ahem* least cost) to getting a prototype up and running for a game concept I'd like to release for Xbox LIVE Indie Games.

If I can get a good prototype going...then I will have no problem paying for the engine source...but I'd like to at least get something going on the "free" version first.

I'm dying to become really good at Torque...ing. It just hasn't happened yet. I love the Torque family of tools...I just don't really know how to get the most out of them.
#9
12/10/2009 (9:42 pm)
Hi Ron, yes I do own John's book. He wrote it while TX3 was being written, so no I don't believe it's targeted at XNA 2 at all. Granted, there is not much in the way of pure XNA related code in there that I have seen, it's mostly about using 2D builder and coding components.

The main variations come from when he writing the book, TX3 2D & 3D were all in the one product, but that doesn't affect too much that I have witnessed, granted I don't use TX3 2D.

Yes it does apply to the free CC version, as that version is the same as the one we're all using. The only difference in versions in whether you have source access and whether you have a licenese for the Builder. CC owners get a license for the builder, source owners get... the source, and the builder license.

Path of least resistance depends on how well you experiment and search for answers to problems. I'm willing to answer questions as I've been playing with the insides of the engines for a couple of weeks now and 3.1.4.0 seems to be a lot better than when I originally got it and the book, but its quite feasible to get a prototype going with the demo/free version, in fact there is nothing stopping you making and releasing a game with that version except your own persistence.

I know how you feel regarding the tools, I've always liked them but never been able to get going. If you're a reasonable programmer that can solve problems, it just comes down to spending time with it. I wish I had done that sooner with TGE, but I was in the "expecting it to make miracles for me" boat at that time. It's an easy trap to fall into.

So, maybe I need to summarise here, but TX3D is quite capable of prototyping your idea. It does all the basic stuff and more. In the long run source code will be a necessity I'm sure, but I think you'll find that you'll be able to prototype with it, given you respect it for what it is, a tool that does what you tell it to.
#10
12/10/2009 (10:03 pm)
Thanks, Trent...I agree...it's all a matter of persistence and time investment.

My problem main is the latter...I've a rather demanding job (I'm a career software architect) and a family.

Those things tend to add up to equal not enough time to dive in to the engine. Those are my own issues...I just need to manage my time.

But when time is short..it's good to have a proper guide to keep you focused and keep you from wasting time spinning your wheels trying to figure out concepts.

I'm hoping John's book and these forums will prove to be a good guide.
#11
12/10/2009 (10:50 pm)
I understand. I'm a software "engineer". Not sure exactly what that means but I have a lot of input into the architecture of our product as well as general coding, debugging and QA. It's a large company, US based (even though I'm in Australia) and we're in crunch mode for a new product release. Feels a bit like the game industry, in that we've been in crunch mode since I joined 18 months ago, and the other guys here have been in crunch mode for 6 years.

I also have a family, and thats how I fell into the trap of just expecting the engine to do things for me. I used to spend all my spare time coding and playing games, now I don't.

I have however formulated plans to use my spare time more effectively, and spending that seriously studying and using TorqueX. It's paying off at the moment, I feel like I'm getting somewhere.

The book is helping me, and I'm helping others with what I've learnt, so I don't really doubt it will help you.
#12
12/11/2009 (10:06 am)
Well I'm anxiously awaiting the book's arrival. It's due in today.

I'm hopeful that between the community assistance and the book and my own time and efforts...everything will start to crystalize.

I think I may start a blog to track the progress of this game.

Good luck with your projects...I'm sure I'll "see" you around these forums.
#13
12/11/2009 (1:41 pm)
Score!

Book came in and I've read a couple of chapters. I like John's writing style...very conversational. :)

I'm curious to anyone out there who owns any of the non "X" versions of Torque (Torque 2D and Torque 3D)...does the TorqueX engine follow the same paradigms?

In other words...in becoming a proficient user of TorqueX 2D/3D...can you apply the same knowledge to become proficient with the other engines?

Torque 3D looks flat out awesome. But I'm hesitant to dump $705 into the upgrade if I'm not going to be able to get the most out of it.

I'm hoping to use what I learn in the TorqueX realm to make me more comfortable with the $700+ spend.

Thanks for any insight...and sorry if this is not the best forum/thread for this question.

--RB
#14
12/11/2009 (6:45 pm)
Kewl! Glad you got your book.

TorqueX was built from TGEA, but there is no network (so no ghosted objects or server/client objects) and TGEA is not component based. I know they want to make T3D component based but it isn't yet. There are similarities though, it makes sense for them to program them in the same style, makes it easier for them to maintain for a start!

There is a demo of T3D that is feature complete and not even time limited, just object limited with a watermark and no source of course. Also, for Decemeber, you can get a binary version that is feature complete and not object limited for $100, but you still have to pay $705 to get the source version, so in my mind its not really worth it given that if I use it, I will want the source. But its good to play with the demo to see what its like and what it does. You can write as much TorqueScript for it as you like.
#15
12/11/2009 (11:30 pm)
I'm back... I've been away from the forums for a while working on the next great release of Torque X. The main emphasis continues to be more 3D features and editor changes. I will be posting a detailed blog this weekend with all the delicious details.

Ron, reading the book will definitely answer questions about Torque X, but doesn't apply too much to the other GarageGames engines. Some of the core concepts may apply, but the programming language is different and the framework classes are completely different. There's some overlap with the tools and the concept of components are working their way into the other engines. But reading the Torque X book certainly wont make you a master of the other engines.

With Torque 3D setting the $1000+ price point, the pressure is now on Torque X to fulfill the Indie need for a quality game engine that's easy to learn and work with, yet still produces quality games. I'll talk to that point in the blog this weekend and why Torque X might be the only game engine you'll ever need.

More to come...

John K.
#16
12/12/2009 (12:01 am)
Sounds tastey John. I know we'd all love features like what are in T3D, especially given that we're already a step ahead with a component architecture!

I hope you've seen that I've posted a few bugs (with workarounds) as well. I can't seem to post them in the bug submissions forum, they just go straight back to this one.
#17
12/12/2009 (1:25 pm)
Quote:With Torque 3D setting the $1000+ price point, the pressure is now on Torque X to fulfill the Indie need for a quality game engine that's easy to learn and work with, yet still produces quality games. I'll talk to that point in the blog this weekend and why Torque X might be the only game engine you'll ever need.

That's an interesting statement, John. I don't mean to put you on the spot, but does that imply that we should prepare for a significant price increase over the current $250 for TorqueX 3D?

I'm really interested in seeing the product road map, and I'd also like to know how GG intends to manage the upgrade path. Right now, I'm mostly interested in 2D games because of their reduced complexity and the fact that 3D art is typically more costly and time consuming to produce. When you say "Torque X might be the only game engine you'll ever need;" are you referring to the 2D or 3D version(s)?

I (like many others) need to be very shrewd in determining where I put my money when it comes to my game development tools. They have not, to date, given any significant returns on investment...so I need to know what the future of the product is both from a feature perspective and a cost perspective before I make the investment.

The truth is...I have a day job...and as much as I'd like to make game development my full time job...I'm just not there yet...so these investments typically end up landing in my "educational development" bin.

;)
#18
12/14/2009 (1:25 am)
Sooooo John... what happened to that blog?
#19
12/18/2009 (4:26 pm)
@John

I'm sure your busy, but I'm sure the community would love to see that road map.

Also, I'm curious if/when TorqueX will be considered a "legacy" platform? Are there any current plans to EOL the TorqueX product lines in favor of something new (the way TGE and TGEA became Torque 3D)?

At any rate...yeah...I'd love to see that road map. ;)
#20
12/19/2009 (7:08 pm)
I read in a post on the Creators Club forums that the 3.1.4 demo binary can be "unlocked" using the Torque X for Creators Club product code that paying Creators Club members are given.

Is this supposed to be true?

Because I downloaded the Torque X 2D 3.1.4 demo binary, and I tried to use my product key and it DID NOT work.

Are the Creators Club forums accurate?

Thanks
--RB
Page «Previous 1 2