Game Development Community

Start a new game based on the demo level?

by Mike Berg · in Torque Game Engine · 11/08/2006 (8:42 am) · 1 replies

I am going through some of the tutorials, and am trying to figure out the best way to start my new game.

The FPS starter demo has a LOT of elements already built into it (start-up interfaces, options windows, level select -- and in-game: water, terrain, foliage, etc). Is it considered a good idea to take one of the demo levels as a starting point, making changes until it is completely customized? It seems like a good core to start with, but I want to make sure I'm not shooting myself in the foot.

Secondly, if this IS a good idea, is there a really easy way to integrate elements from other maps/missions? For example, TGE 1.5 comes with some of the content packs. What do I need to be aware of if I wanted to integrate some of the trees and foliage from the "rainy forest" content pack into my game level?

Thanks!
-Mike

#1
11/08/2006 (9:28 am)
I think that's a great way to proceed. If you are making a FPS, that's probably the best way for you to start. I like to start with a completely blank directory with no scripts and build from there, but I'm not developing a FPS.

The easiest way to integrate elements from another map would be the copy, paste, modify method.

Example: Copying the Heavy Snow from the Stronghold Mission

1. Open the mission file (using your editor of choice, I like Torsion) that contains the snow environment effects.
2. Copy the two environment effects, and paste them into your working mission.
3. Locate where the snow datablocks are created (in this case, server\scripts\enviornment.cs, and copy the datablock definitions to your environment file.
4. Copy the textures and sounds you need into your folders.
5. Modify the effects to your liking.