Game Development Community


#1
01/28/2007 (8:59 am)
Use GameMaker.
#2
01/28/2007 (9:00 am)
I can get right mouse click and drag for camera rotation, and left mouse click on terrain and character movement implemented in just a few minutes...

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4146 - Click to pick, this'll get you started in using the mouse to select objects.
#3
01/28/2007 (9:18 am)
He doesn't want resources, Tim. He wants built-in functionality oriented towards his specific game.

@Kenny
I honestly think that you did not do enough research when selecting a game engine.

Torque is an excellent engine which was designed around the FPS concept (surprise, surprise, it was the base engine for Tribes back in the day). This is no different than, say, the Unreal engine. In fact, every team that I know of that has used Unreal outside of its box have hired several C++ programmers (often requiring them to be versed in the Unreal/2 engines). And, if you do not have the skills, you will have to do the same with Torque. You will have to get on-team with a programmer to add the resources that are available (click and pick and advanced camera are the two which will give you the camera and control scheme that you are searching for) or, and this is the killer with any game engine, program new resources that are specific to your gametype.

Now, you can go with something like BeyondVirtual or Lawmaker or Unity which is a compiled engine where all of the extensibility is through the scripting language. And I really, really like those engines, but unless you evaluate them with your game in mind, you may be posting a "I'm fed up with engine x" post on their forum. They are great general purpose engines, but there are some gametypes that they do not do well simply because they are generalized. The specifics are what will trip you up.

Good luck with whatever engine you choose. But do not blame Torque for your inability to use it. Just make sure that the engine that you move to has the required features and workflow that you need.
#4
01/28/2007 (9:25 am)
Personally you should be grateful that Torque even came with a starter kit that was even remotely close to a finished game. I have used TONS (Blitz3d, Irrlicht, TrueVision 3D) of game engines and Torque is by far the best out of the box.

I have messed with engines that required you to code everything from the camera to the controls from scratch. You want to talk about the time it takes to change the code go play with one of the engines I've messed with and you will see that Torque is a great engine. And that's not even talking about the build in editors, that the engines I mentioned above do not have (although Irrlicht has a semi-world editor thing that someone made).

The purpose of a game engine is to provide a programmer with the ability to CODE ANY KIND of game they want. Notice the word CODE. A game engine is NOT a build-all, do-all, drag-and-drop hit play and your done kind of thing. You are required to do some work.

If you do not feel like doing any work for you game idea, then your idea just isn't worth doing. I've used a few game maker type programs and they really suck. You can't customize the game play mechanics or the camera 3/4th of the time.

This is not meant to come across as a rude comment or me telling you to go to hell or anything. I'm just trying to let you know that although you think that Torque is so horrible, it really isn't.

Yes it will take time to create your game, but that's a given factor of the trade. You cannot possibly expect to create a working full featured game in only a few months (unless you have some serious $$$ and a very experienced and dedicated team working with you)

So honestly think about the things that you are saying and check around. You will find that the grass is not greener on the other side, but more like a brown tar that you get your feet stuck in.
#5
01/28/2007 (9:46 am)
Kenny,

It is a cycle:
1. Get really excited about all the features in the engine.
2. Start making superficial changes thinking about how fast you will be able to complete your game.
3. Get stuck on a a piece of technology that does not exist "out of the box" in the engine and realize this is going to take real "work" to understand what needs to change, much less make the change.
4. Frustration sets in on how much you don't know about the engine and/or writing games.
5. Go do something else or try and find another engine that is so much "better".
6. Realize the Torque engine is a great engine that has an awesome community around it and it is the people that matter.
7. Goto step 1

I think you may be between step 4 and 5.

My suggestion is to skip 5 and goto 6. It is healthier for your sanity.

BTW, I have gone through this cycle many times in the last few years.
#6
01/28/2007 (9:49 am)
I hate to see the frustration and discouragement seen here well up in people. It's not that it might mean the Torque community might lose a member, but that Indie game development might lose a member.

@Kenny - If you would like some direct one-on-one help with modifying the engine to your liking, shoot me an e-mail at the address listed in my profile. I'll give you exact links to resources that provide you with the functionality you need, and I'll provide my own code solutions to help you out.

I have to address one thing you said, in hopes to answer question:

Quote:what's fun,where's fun?

I've finally discovered it. I'm involved in a project with my best friend and girlfriend. We have just had our first artistic design meeting with a concept artist, and I'm inviting other people onto the team after this weekend. We've had several design meetings, and we are setting up our own project management. . .basically, this is OUR game.

No one has assigned us a project like we are back at Fullsail, and we aren't getting paid to do this. This is our baby, and we we are no long individuals who have to brunt the full force of the stress and time consumption by ourselves.
#7
01/28/2007 (10:11 am)
Take a deep breath. Look at what you're asking for. Then, with an open mind and sense of humor, read this www.garagegames.com/blogs/370/7367.

Your chances of finding a game engine that does exactly what you want out of the box is 0. Regardless of what engine you choose, work will be involved for even the most "basic" aspects of some games. The trick is to pick the engine where either the least amount of work is involved, or you can easily hire someone to do that work for you.
#8
01/28/2007 (2:53 pm)
Sorry you are frustrated Kenny. Torque is an amazing engine but that doesnt mean that it builds games for any of us. It takes skills and good planning to complete a project. This isnt a diss at you at all it's just that if you are looking for a point and click "build me a game" solution Torque is not the answer..

I'm building an MMO. There is no out of the box MMO solution that costs less than a few hundred thousand dollars. And even at that it costs double that to put 3D objects and resources into the world. But what I've learned while building my MMO in Torque is enough to give me the satisfaction of seeing my creation come to life.

Anything is possible with the Torque engine but that doesnt mean it doesnt take work.. and years of it in some if not most cases.

Dont give up ;) Make sure Torque is the right tool for the job for you, take a break.. clear your mind and come back fresh and ready to get at it.

All the best