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Several general questions

by Teancum · in Torque X 3D · 09/21/2010 (4:31 pm) · 2 replies

I tried to search documentation as best as I could, so I apologize if things are answered there. I'm looking into becoming an XBLIG developer and was curious on a handful of questions I had. For each question I'd like to know the answers for both Torque X and Torque 360 - simply because in a perfect world I'd like to eventually move up my titles over to XBLA games. Right now I'm simply researching what would work.

1-What features (if any) are incompatible between Torque X and Torque 360? Theoretically if I started my title in Torque X with next-to-zero core engine changes would all of my scripts and assets be immediately able to run in Torque 360?
2-How much of the Xbox Live features are integrated out of the box? I realize multiplayer may be a different story based on each individual game, but do both support all of the integrated dash features such as XBL party chat? In regards to Torque 360 - does it natively have basic support for achievements, or are those written on a per-achievement basis?
3-Regarding the physics - I'm not looking for complex physics of any form, but are all the original Tribes 2 physics supported? Having not played the Tribes 2, do the integrated physics support a "hoverbike" of sorts, with leaning into turns, etc a la Jet Moto?
4-I noticed pricing is 200-300 USD for Torque X. What factors play into an exact price? For all of the engines is the pricing per seat/developer/installation? Also, with Torque 360 I did not see any pricing. Is this negotiated on a case-by-case basis?

Thanks very much for any replies. I apologize if these questions have been answered elsewhere, or if I am in the wrong area of the forums.

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#1
09/23/2010 (1:49 am)
I believe and I could be wrong but Torque-360 is probably based on Torque3D. I think if you were really able to make a go at getting an XBLA deal you should look there.

#2
09/23/2010 (9:27 pm)
@Henry - Actually, I think Torque-360 might be based TGEA rather than T3D.

This is all on what I remember... but Torque X is built for MS's XNA framework for multi-platform stuff (C#), whereas Torque-360 is more for the single platform, C++ stuff. I also want to say you'd need a devkit and/or be an approved developer for XBLA/Xbox disc games for Torque-360, but don't quote me on it.

The difference between the $200 and $300 prices for Torque X are whether you want to buy an individual or studio licence. The big difference between the two is the ability to reassign a studio licence, where you cannot with an individual.

Torque-360's something I don't know a ton about... I just now noticed there's no public forum for it. I'd contact GG for any inquiries you have about it.
www.torquepowered.com/company/contact?q=360