Development of a First Person Shooter
by Anonymous · in General Discussion · 06/15/2011 (11:56 pm) · 10 replies
GarageGames Forum,
This is my first post on the forums and want to thank everyone in advance for helping me with my questions. I am looking at buying the newest version of Torque3D in a few weeks but want to make sure of a few details first as listed below. I might have posted here about a year ago but have not been able to find that thread, and looking on the site has gone only so far for me.
1) Is Torque3D a full game engine that I can make a First Person Shooter in without the use of many other paid tools? Is it more middleware or something of the nature that requires a separate engine?
2) Has anyone ported this to the Steamworks platform or know if it is possible?
3) Can I do things such as physics and AI from Torque3D itself?
4) Are there any cinematic tools or ways to do this in the engine to make semi-professional cutscenes?
5) Finally, what languages are supported in that does it require some coding and does it have its own scripting language? Visual Basic or C# are my preference and where my knowledge stands, but I do not mind learning other languages.
Thanks very much.
Joey
This is my first post on the forums and want to thank everyone in advance for helping me with my questions. I am looking at buying the newest version of Torque3D in a few weeks but want to make sure of a few details first as listed below. I might have posted here about a year ago but have not been able to find that thread, and looking on the site has gone only so far for me.
1) Is Torque3D a full game engine that I can make a First Person Shooter in without the use of many other paid tools? Is it more middleware or something of the nature that requires a separate engine?
2) Has anyone ported this to the Steamworks platform or know if it is possible?
3) Can I do things such as physics and AI from Torque3D itself?
4) Are there any cinematic tools or ways to do this in the engine to make semi-professional cutscenes?
5) Finally, what languages are supported in that does it require some coding and does it have its own scripting language? Visual Basic or C# are my preference and where my knowledge stands, but I do not mind learning other languages.
Thanks very much.
Joey
#2
1) Torque 3D is made for FPS games outright. The original engine was developed from the Tribes games which were FPS. Though of course you can also create other types of games, like UDK was written for Unreal but is used for varying game genres these days.
2) Steamworks is doable, there are a few Torque games on Steam (for instance Metal Drift). Valve/Steam have to accept you to be a Steamworks partner before you get the API.
3) Torque has good support for PhysX, AI can be more difficult but there are some different resources available that have some scripted AI. Look at Universal AI Kit and Tactical AI Kit.
4) This is an area where Torque 3D lacks but this is not to say that it cannot be created on your own.
5) Engine is written in C++ and uses TorqueScript for scripting, TorqueScript is very powerful and most of your gameplay specific code will be completed using that.
06/16/2011 (4:02 am)
I'll go ahead and answer your questions in-case1) Torque 3D is made for FPS games outright. The original engine was developed from the Tribes games which were FPS. Though of course you can also create other types of games, like UDK was written for Unreal but is used for varying game genres these days.
2) Steamworks is doable, there are a few Torque games on Steam (for instance Metal Drift). Valve/Steam have to accept you to be a Steamworks partner before you get the API.
3) Torque has good support for PhysX, AI can be more difficult but there are some different resources available that have some scripted AI. Look at Universal AI Kit and Tactical AI Kit.
4) This is an area where Torque 3D lacks but this is not to say that it cannot be created on your own.
5) Engine is written in C++ and uses TorqueScript for scripting, TorqueScript is very powerful and most of your gameplay specific code will be completed using that.
#3
06/16/2011 (5:51 am)
#4) Theora suport is built in for creating video. not sure if the controls are in 1.1f, but there is a resource that will help get it working if not.
#5
06/16/2011 (11:45 am)
@Novack: I didn't even know about that one. I always glanced over it, I thought it was a sound pack by the name, lol
#6
Another thing is the $99 fee, is that unlimited seats and an indie developer license? I have heard other people have paid upwards of $500+ for previous versions of Torque
06/16/2011 (4:54 pm)
Thank you very much for all of your replies. After reading on the site(a multiplayer framework is something I forgot to ask about) I am sure this is what I am looking for, especially with your take on it Matt - thanks. Another thing is the $99 fee, is that unlimited seats and an indie developer license? I have heard other people have paid upwards of $500+ for previous versions of Torque
#7
Because you get the full source code with your $99, you cannot transfer your license, or resell it to anyone else.
Previous owners had the price at $1,000; I paid about 600 with discounts. I'd still buy it at that price, but I'm really glad it went way down so that more people can get their hands on it. More users = more folks that can help me in the forums... Heh :P
06/16/2011 (5:25 pm)
It's $99 per seat. So if you have a team, everyone on the team needs to buy a copy with a unique sign in/email, so that they can also use the private forums.Because you get the full source code with your $99, you cannot transfer your license, or resell it to anyone else.
Previous owners had the price at $1,000; I paid about 600 with discounts. I'd still buy it at that price, but I'm really glad it went way down so that more people can get their hands on it. More users = more folks that can help me in the forums... Heh :P
#8
I would probably expand in the end once I am done with a HeroEngine project I am working on.
Also, with a lot of these add-on packs, if I am an indie developer but plan to sell these games on a moderate scale, will the indie version suit me or must I go with a commercial pack? How many models does the engine come with that I can use in a game that I sell?
06/16/2011 (6:04 pm)
Haha good point Brian, thanks. That is good also. I mean I might start out with the same login/e-mail for a couple of partners and I (very small team) where even if we cannot work on it at the same time, that would be fine. I would probably expand in the end once I am done with a HeroEngine project I am working on.
Also, with a lot of these add-on packs, if I am an indie developer but plan to sell these games on a moderate scale, will the indie version suit me or must I go with a commercial pack? How many models does the engine come with that I can use in a game that I sell?
#10
The engine comes with a few different characters and buildings -- if you look at video on www.garagegames.com/community/blogs/view/21045 you'll see an example of all the content, or you can download the demos for free to look at it. This can all be used if you want but I would imagine you'd want to replace that with your own models
06/18/2011 (2:43 am)
You'll have to read the EULA for each of the add-on packs for what you can specifically do with them, if you visit the product page for each pack you can read the EULA -- some don't distinguish between indie and commercial at all.The engine comes with a few different characters and buildings -- if you look at video on www.garagegames.com/community/blogs/view/21045 you'll see an example of all the content, or you can download the demos for free to look at it. This can all be used if you want but I would imagine you'd want to replace that with your own models
Anonymous