Game Development Community

TGEA Head Count?

by Mitovo · in Torque Game Engine Advanced · 04/04/2013 (8:53 pm) · 6 replies

Hello everyone,

I've been wanting to create a prototype for a game project and would really like to use TGEA as the foundation for it. Despite its age, I still think it can look great, with some solid art assets, etc. It certainly performs great, and having built-in multiplayer support makes it a perfect candidate for people to be able to connect to my demo/prototype server and check it out when it's ready. It's actually a great fit in all ways but one very major one...

It's no longer supported or available.

Though I'm considering it primarily as a prototype tool, what I'd really *like* to use it for is a full project as, again, I think it could more than handle the job.

My concern is how much of a presence TGEA still has. How many people are licensed users, and still actually using it at all? Since you can't buy licenses anymore, whatever ones exist are pretty much "it". I don't believe in pirating software, so giving copies of my license to others is out of the question. I'm just concerned that there'd be enough people licensed for TGEA, with an interest in using it, and who are actually still available to do so. And then of course, from that population, if there'd be enough interested in collaborating on my project in particular, instead of their own or someone else's.

The project I am working on would not require a large team (5 or 6 people by my reckoning), so it seems like it *could* be possible. I'm just wondering if it's a worthy endeavor to try and locate people able to use this engine legitimately, or if I should stick to a prototype of whatever I can do, and then perhaps look to a different engine for the full project?


#1
04/04/2013 (11:46 pm)
Have you checked out Torque 3D yet to see if it will fit your needs? T3D has a lot of improvements over TGEA in regards to a lot of things. Not to mention Torque 3D is under MIT license which means anybody can use it now for whatever purpose they want.
#2
04/05/2013 (2:06 pm)
Hiya, Nathan..

Yeah, I've given T3D a number of spins, going back to when it was first launched.

The best way I can describe my feelings toward it is that I love a number of its features individually, and would love to see similar functionality in other options (e.g. TGEA). As a whole, though, I just can't seem to mesh with it. There are certain "quirks" it has that I just can't get past. The terrain tools, which seem to work counter-intuitively to just about any other terrain editor I've ever worked with - including TGE/TGEA. I'm not sure why the GG folks decided to change how the tools work like they did, but I find it aggravating trying to get the results I want when working with them.

Also, every time I try it, some really odd bug or glitch pops up that ends up annoying the hell out of me lol. One that's come up a few times is where, after I've edited a terrain, entire chunks of it will suddenly start disappearing at certain camera angles, and nothing I do will fix it.

I know TGEA has its issues, but somehow it just "feels" more comfortable to me. It's like putting on a pair of sneakers that you know have holes in them, but they're really comfortable so you deal with it. Odd analogy, I know. But it sorta describes it heh.

I'm also something of an "anti-bleeding edge" type. I am much more impressed by a game engine that manages to produce beautiful looking results *despite* its age and "limitations". TGEA falls well within that category. It's based on DX9 tech, but with some good art and assets, you can make it look fantastic, while still running great across a greater range of hardware. That's appealing to me. Final Fantasy XI, for its age (2003-2003 era tech), still looks beautiful to this day, despite its age, thanks to its art direction and the way SE's artists used its limitations creatively.

An example of many


As it stands, if there's simply not enough people with legit TGEA licenses to draw from, I'll probably have to look elsewhere.

#3
04/05/2013 (5:17 pm)
I'm almost in the same situation as you. I don't own TGEA, but I do own both TGE 1.4.2 and T3D 1.2, but like TGE better than I do T3D. Lookiing at your profile, I see that you're more of an artist and writer than programmer, while I'm more a writer and programmer than an artist. Despite some advice from Mr. M. Hall about doing a web video tutorial series on how to use TGE, I will do so, even though the engine is not ** supported ** by Garage Games anymore!

Some suggestions you might try.

* Keep on looking in the forums, see how many people respond to postings, try to recruit them!
* if you know how to build a website, build your own, and invite only TGEA owners there to collaborate with you on that!
* Check out people profiles, check to see if they are interested in helping you work on your project!
#4
04/05/2013 (7:06 pm)
Hiya, Gary..

Good tips! Thanks for that.

I'm also a TGE owner. I prefer TGEA simply because it does offer some additional features that I like.

Yeah, I figure when I get to a point where I have enough to show, so people can see what I'm up to, what I'm going for, and what I'm able to bring to the project. For one, so it's not one of those deals where it's like "I have an idea and I want people to make my game for me!" - I'm extremely hands-on and it would take a force of nature to *stop* me from working on it in a variety of ways. For another, again, just so people can see what I'm doing, get some background on the project, what it's about, the story, setting, (planned) features, etc.

I want to get a website up - at least a blog, for now - where I can discuss and share info about it, etc.

There's a ways to go, but I'm looking around and seeing what my viable options are now, so when the time comes, I already have a good idea of where I'd be most likely to assemble a team.

#5
04/17/2013 (10:53 am)
I own it, but the main attraction for TGEA over T3D for me is the Atlas terrain system.

TGE is cool too, mainly for its Linux support - but that seems to have broken, at least under OpenSuSE 11.4.

At the moment I'm far more immersed in T3D, but 90% of the knowledge spans all Torque products so for me it's no big deal no matter how you slice it.
#6
06/04/2013 (8:52 am)
Hiya, Richard...

So, you're a fan of the Atlas system. I've looked at that, but have been kinda intimidated by it. Mostly because, while it allows for massive areas at high performance and such, the process of getting the terrain to work in TGEA seems a bit convoluted and unintuitive to me.

Also, I'm not crazy about the idea of having to edit the terrain outside of TGEA and then re-import it to see changes/updates. I prefer doing everything in the game editor itself.

My project will be zone based, so the "megaterrain" system in TGEA is fine for my purposes. Even a regular, legacy terrain will suffice for a number of areas.

Well, still working away at the pre-production/design aspects. There's a lot of history, lore and such to establish for the project, and I want to have that all available before I consider putting feelers out for even a single team member. And of course, I want to have a solid "concept piece" to demonstrate what I'm after.

No hurry, though.