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Torque X

by Wil Burton · in General Discussion · 08/29/2006 (10:12 am) · 8 replies

Will there be a demo of Torque X when it is released? I am very interested in it, but I'd like a lot more information before I spend the money.

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  • #1
    08/29/2006 (12:30 pm)
    I've a question regarding Torque X as well -- will a modified XBox be required to test your games, and how exactly is the developer supposed to market the game after it's been created -- I was under the impression that the XBox would not read burned discs without a mod-chip and I don't see most Indie developers being able to afford the cost of mass-producing stamped discs.

    If my questions are answered elsewhere, please feel free to just redirect me there. I've not yet done much research, but these two questions popped to mind as soon as I got excited about Torque X.
    #2
    08/29/2006 (12:35 pm)
    To get games onto the 360, you need to be a member of the XNA Creators Club. This costs $99/year in addition to your XBox Live subscription. You code the games on the PC and then transfer them from your PC to the console over your LAN.

    In order for other people to play your games, they must also have a Creators Club membership. I'm not exactly sure how you transfer your files to them, but I guess there'll either be a way built in, or you just email them all of your source code and they rebuild the game and push it out to their own console.

    There is no built in way to sell your game on XBLA for instance, but it does provide you with an 'easy-in' to console development. If you can develop a solid game on PC, and just push it across to the console, then it's going to be much easier to pitch your game to publishers.

    The Pro version of the development tools from MS (which will cost $$) will likley make it easier to sell stuff that's been developed.
    #4
    08/30/2006 (5:02 am)
    @Joseph Helm

    Thanks for the link to that very cool article. :)
    #5
    08/30/2006 (5:22 am)
    I like Mark's Last line
    Quote:
    When it comes to Sony and Nintendo trying anything like this, I can't really comment on that

    That shows potential . . . I shall now wait for Torque N
    #6
    09/02/2006 (3:09 am)
    @GarageGames

    OK, big question about TorqueX. Will it have a built in mission editor like TGE? Or will you use TGE or TGB to make levels and then use the content with TorqueX?
    #7
    09/02/2006 (9:37 am)
    From what I understand, TorqueX is taking the best capabilities of all three engines and smacking it together in one awesome one that runs on managed code. I would think that it will be a standalone engine and not require any tasks done on others.
    #8
    09/02/2006 (10:35 am)
    Is there an ETA for the TorqueX beta?