Game Development Community

Starter Project Templates

by John Kanalakis · in Torque X 3D · 11/26/2006 (11:27 pm) · 2 replies

I'm starting to put together some XNA Game Studio templates for newcomers to TorqueX. This way, creating new game code is a little faster and more intuitive. For now, I have a basic template that (when built) only displays a simple background graphic. Future templates will setup some basic functionality, such as loading and running a level, as well as offer more startup functionality.

The setup file can be downloaded from here.

Once you start XNA Game Studio, select File + New Project from the menu. Select the TorqueX Game template, enter your project name, then click OK.

www.envygames.com/archive/Template.jpg
After your new project is created, you will need to add the project reference to the TorqueX assembly. Select Project + Add Reference... from the menu. Select the Browse tab and navigate to: C:\Program Files\TorqueXBeta-1.0b2\Torque X Beta\bin\x86\Debug and select GarageGames.TorqueX.Framework.exe assembly file (your path may be different).

www.envygames.com/archive/AddReference.jpg
That's it, just build and run your project. Again, the template doesn't do much... it only sets up a basic TorqueX environment to build upon. This is all work in progress, so please share good/bad feedback.

www.envygames.com/archive/Sample.jpg

About the author

John Kanalakis is the owner of EnvyGames, an independent game development studio in Silicon Valley that produces games and tools for Xbox 360, Windows, and the Web.


#1
11/26/2006 (11:39 pm)
This is great John! Thanks!
#2
11/27/2006 (10:07 am)
Good work. Just as a note, for launch we will probably not include visual C# starter kit templates in the 1.0. What we will have is a wizard-tool that lets you set up new projects (we might even have a version of this available in the next Beta).

The reason we're not keen on going with C# starter kits is because we would have a combinatorial explosion of available kits. We'll have 3 or 4 built-in starter kits, each with an engine source or binary variant, and each with a pc and xbox variant. When you multiply that out you come up with an unpleasant number of kits.

Post 1.0 we might make our wizard tool tool accessible from the express starter kit UI, but it is kind of a pain to set that up so we are punting on that for 1.0.