Few questions about Torque 3D
by Adam Joshi · in General Discussion · 06/22/2012 (10:27 am) · 9 replies
Before I end up buying this, because I most likely will. It looks amazing!
I have a few questions.
1. I'm a complete noob at programming, I catch onto things quite quickly, Are there any good books or tutorials that would help me out?
2. Also the art packs, I have no experience modeling or texturing. If I buy the art packs am I allowed to sell my game?
3. I want to create an FPS with a decent size map, 50-100 player cap per server. Is this possible with Torque? How much source editing would be involved?
4. I'd like to add broken limbs depending on where you get shot hit so you limp and such. Would this be difficult?
Basically a steam punk themed game, decent size map with 2 towns,forests and small camps in between.
Inventory for items found around the world
Day/Night system
Breakable limbs
Players stats save to a server
How difficult would this project be?
Is it do-able on torque with someone who has virtually no programming experience, keep in mind I am fully intending on learning.
Could a lot of this be done with scripting in torque or would it require heavy source editing?
Thanks!
I have a few questions.
1. I'm a complete noob at programming, I catch onto things quite quickly, Are there any good books or tutorials that would help me out?
2. Also the art packs, I have no experience modeling or texturing. If I buy the art packs am I allowed to sell my game?
3. I want to create an FPS with a decent size map, 50-100 player cap per server. Is this possible with Torque? How much source editing would be involved?
4. I'd like to add broken limbs depending on where you get shot hit so you limp and such. Would this be difficult?
Basically a steam punk themed game, decent size map with 2 towns,forests and small camps in between.
Inventory for items found around the world
Day/Night system
Breakable limbs
Players stats save to a server
How difficult would this project be?
Is it do-able on torque with someone who has virtually no programming experience, keep in mind I am fully intending on learning.
Could a lot of this be done with scripting in torque or would it require heavy source editing?
Thanks!
About the author
#2
06/22/2012 (12:11 pm)
@Adam - Welcome!Quote:1. I'm a complete noob at programming, I catch onto things quite quickly, Are there any good books or tutorials that would help me out?Definitely go through the FPS tutorial. In fact, go through it twice. You'll appreciate it
Quote:2. Also the art packs, I have no experience modeling or texturing. If I buy the art packs am I allowed to sell my game?Yes, you get full usage of art packs to reuse in any of your games. You just can't resell the art as a stand-alone pack.
Quote:3. I want to create an FPS with a decent size map, 50-100 player cap per server. Is this possible with Torque? How much source editing would be involved?The size of the map isn't an issue. The only limit is the cap on the number of players. Torque easily supports up to 64 simultaneous client connections. Raising that cap does require source changes, but very little.
Quote:4. I'd like to add broken limbs depending on where you get shot hit so you limp and such. Would this be difficult?Out of the box, you can detect damage to the head, torso, and legs. You just have to detect the hit location. If you check out my posted resources, you can see how I show how to get headshot damage in the zombie resource.
Quote:Is it do-able on torque with someone who has virtually no programming experience, keep in mind I am fully intending on learning.Based on your description, the project sounds easy enough to pull off in Torque 3D. With the exception of changing the player cap, you should be able to do all of that in script.
Could a lot of this be done with scripting in torque or would it require heavy source editing?
#3
64 players should be plenty for what I'm planning, Thanks so much.
One more question that I had forgot to mention, Bots.
Does Torque have bots? I want to have creatures that are blind and detect you off the sound you are making, so if you run into too many you have to go prone and crawl past.
How flexible is the AI with bots if they are included.
Glad to know that you believe it should be pretty easy to pull off.
06/22/2012 (12:23 pm)
Thanks for the fast reply!64 players should be plenty for what I'm planning, Thanks so much.
One more question that I had forgot to mention, Bots.
Does Torque have bots? I want to have creatures that are blind and detect you off the sound you are making, so if you run into too many you have to go prone and crawl past.
How flexible is the AI with bots if they are included.
Glad to know that you believe it should be pretty easy to pull off.
#4
Our FPS Tutorial Geoff linked is great for learning the basics of scripting. For learning C++ in general there are tons of tutorials all over the web, and great books like C++ Primer Plus.
2. Also the art packs, I have no experience modeling or texturing. If I buy the art packs am I allowed to sell my game?
Absolutely. Some art packs have different licenses depending on their creator. Some may only allow for their use in a single game, some multiples it varies but if you check the licensing for them it will say.
3. I want to create an FPS with a decent size map, 50-100 player cap per server. Is this possible with Torque? How much source editing would be involved?
The low end of that you can probably hit fine without having to tinker with some source code. Generally speaking an FPS with that many people in it at once is difficult to pull off. An FPS is such twitch centric gameplay that lag can become an issue when the amount of players starts to reach MMO levels. If you want to get that many people in there you will have to make some source changes to open up some things.
4. I'd like to add broken limbs depending on where you get shot hit so you limp and such. Would this be difficult?
Well, yes and no. To do it properly it would require some small source code changes combined with some script stuff that will do most of the work. There are various examples around the site and in the resources for modifying the player's movement speed dynamically and playing a different animation. Calling it difficult really comes down more to one's own comfortableness in the working with the engine. Right out of the gate with no programming experience? Yeah you may find it difficult. Work through some tutorials and resources, build some levels and get to know the engine some more? Probably less so then.
06/22/2012 (12:38 pm)
1. I'm a complete noob at programming, I catch onto things quite quickly, Are there any good books or tutorials that would help me out?Our FPS Tutorial Geoff linked is great for learning the basics of scripting. For learning C++ in general there are tons of tutorials all over the web, and great books like C++ Primer Plus.
2. Also the art packs, I have no experience modeling or texturing. If I buy the art packs am I allowed to sell my game?
Absolutely. Some art packs have different licenses depending on their creator. Some may only allow for their use in a single game, some multiples it varies but if you check the licensing for them it will say.
3. I want to create an FPS with a decent size map, 50-100 player cap per server. Is this possible with Torque? How much source editing would be involved?
The low end of that you can probably hit fine without having to tinker with some source code. Generally speaking an FPS with that many people in it at once is difficult to pull off. An FPS is such twitch centric gameplay that lag can become an issue when the amount of players starts to reach MMO levels. If you want to get that many people in there you will have to make some source changes to open up some things.
4. I'd like to add broken limbs depending on where you get shot hit so you limp and such. Would this be difficult?
Well, yes and no. To do it properly it would require some small source code changes combined with some script stuff that will do most of the work. There are various examples around the site and in the resources for modifying the player's movement speed dynamically and playing a different animation. Calling it difficult really comes down more to one's own comfortableness in the working with the engine. Right out of the gate with no programming experience? Yeah you may find it difficult. Work through some tutorials and resources, build some levels and get to know the engine some more? Probably less so then.
#5
06/22/2012 (12:48 pm)
And Mich beats my overly verbose typing again.
#6
Torque does have built-in AI, but keep in mind it is very basic. Mostly some basic path functionality and targeting. All of that is possible to do with the stock functionality, but it will require creating that logic in the scripts.
If you want to really hit the ground running I highly recommend the Universal AI Kit or GuideBot add-ons. Those are both AI add-ons that are sold in our store (made by Twisted Jenius and LogicKing respectively) and offer much more advanced AI functionality out of the box.
06/22/2012 (12:58 pm)
Does Torque have bots? I want to have creatures that are blind and detect you off the sound you are making, so if you run into too many you have to go prone and crawl past.Torque does have built-in AI, but keep in mind it is very basic. Mostly some basic path functionality and targeting. All of that is possible to do with the stock functionality, but it will require creating that logic in the scripts.
If you want to really hit the ground running I highly recommend the Universal AI Kit or GuideBot add-ons. Those are both AI add-ons that are sold in our store (made by Twisted Jenius and LogicKing respectively) and offer much more advanced AI functionality out of the box.
#7
I'd also like to add that, apart from the number of players on the map, everything's already there, pretty much. Even the steampunk bit gets a turn! Gideon and Burg.
And welcome to the community Adam.
06/22/2012 (1:49 pm)
I can vouch for the Universal AI Starter Kit. I think it should be fairly simple to script in the sound detection.I'd also like to add that, apart from the number of players on the map, everything's already there, pretty much. Even the steampunk bit gets a turn! Gideon and Burg.
And welcome to the community Adam.
#8
Day/Night system - check
Breakable limbs ( difficulty varies on how you want to do it, easy approach play another animation when the player breaks a limb. Difficult approach: actually do some ragdoll magic and make the limb look broken and out of place )
Player stats save to a server - there are both products and free tutorials for this, it shouldn't be too hard especially not if you got some experience with web development, then you can do it all by for
example php code.
Torque 3D is a FPS oriented game engine so making a FPS should be fairly easy.
If there is anything else, the Torque 3D community is very helpful and I rarely experience to wait more than 24 hours to get response to a thread. I personally check the forums almost every day to see if there is someone i can help.
There is also plenty of free tutorials you can work with, you can dig up some AI systems aswell, one of the early versions of the Universal AI Starter Kit is lying on the forums for free as a tutorial.
Hope it helps!
Welcome to our community Adam!
06/23/2012 (2:38 am)
Quote:Basically a steam punk themed game, decent size map with 2 towns,forests and small camps in between.Inventory system - check
Inventory for items found around the world
Day/Night system
Breakable limbs
Players stats save to a server
Day/Night system - check
Breakable limbs ( difficulty varies on how you want to do it, easy approach play another animation when the player breaks a limb. Difficult approach: actually do some ragdoll magic and make the limb look broken and out of place )
Player stats save to a server - there are both products and free tutorials for this, it shouldn't be too hard especially not if you got some experience with web development, then you can do it all by for
example php code.
Torque 3D is a FPS oriented game engine so making a FPS should be fairly easy.
If there is anything else, the Torque 3D community is very helpful and I rarely experience to wait more than 24 hours to get response to a thread. I personally check the forums almost every day to see if there is someone i can help.
There is also plenty of free tutorials you can work with, you can dig up some AI systems aswell, one of the early versions of the Universal AI Starter Kit is lying on the forums for free as a tutorial.
Hope it helps!
Welcome to our community Adam!
#9
I really appreciate it, in the coming months I am sure I will have a lot of questions and hope that you will help me out :)
06/24/2012 (12:07 pm)
Thanks for the replies guys, I just purchased Torque 3D with an art pack.I really appreciate it, in the coming months I am sure I will have a lot of questions and hope that you will help me out :)
Associate Geoff Beckstrom
Let me suggest our FPS tutorial at www.garagegames.com/products/torque-3d/fps#/1-setup/1
That's a good place to start.