Game Development Community

2d vs 3d

by James · in General Discussion · 02/08/2007 (1:30 am) · 4 replies

What makes 2d games easier to develop than 3d ones? Is from a programming or content creation standpoint?

A while ago I had planned on jumping headfirst into development when I had intended on designing and producing a cyberpunk RTS game similar to Syndicate Wars, but gave up as the plan was far too ambitious for me as well as being cost prohibitive. I hope the supposed simpliciity of the engine will be a good introduction into video game development and will allow me to learn without being overwhelmed and discouraged.

This time I'd like to develop a 2d platformer/shooter in a cyberpunk setting.

Now with the release of the Torque Game Builder I'm tempted to take on a more achievable and hopefully more affordable project using TGB. I have a few questions though.

What limitations does Torque Game Builder have compared to TGB Pro> I know TGB Pro comes with the Source for the engine, but what where does that leave the vanilla version without the Source. Whats the advantage of that over merely downloading the trial version of TGB Pro? Is it possible to develop a platformer or an isometric game with vanilla TGB? Will there be too many limitations if I take that route?

If I do decide to get vanilla Torque Game Builder and later decide that I'm too restricted without the source code is there an upgrade discount for when I upgrade?

Forgive my beginner naivity and lack of full grasp of coding terminology, but someone posted that its possible to overlay TGEA over TGB in order to enhance the graphics of a game. Is this true? If it were possible what extra capabilities would that give me. Will I be able to implement shaders, normal maps, specular and diffuse textures, and perhaps HDR lighting if it is so?

#1
02/08/2007 (7:21 am)
2d has a shorter art pipeline, IMHO. Isometric could be faked with standard TGB, but having the source would allow you to add the Adventurepack, which has resolved the isometric issues. I am sure there is just an upgrade fee if you do want to upgrade to Pro.
#2
02/08/2007 (8:31 am)
Last I checked, the Adventure Kit does not require a Pro license anymore as the updates SickHead made to TGB to get Adv Kit working were placed in the latest 1.1.2 (or 1.1.3?) code base --

As for the difference ... Pro and non-Pro and Trial ... are all the same ...

Trial is time-locked, iirc ...
Pro comes with the source to 'everything' ...

What will you need? Hard to tell ... is Pro worth the added cost? DEFINATELY ... Having the source to things like, the Level Builder and the engine ... not only comes in handy when you need it ... but also gives you a much better chance of learning something ... for example, if your developing a large game, or decide to develop a series of similiar games ... the Level Builder source is there for your tweaking ... you can add things to the level builder, remove things you don't need ... etc, etc, etc ...

The C++ code ... do you need it if you don't know C++? Nah ... is it useful? Damn straight ... all those fancy resources you see posted in the Resources section, a good portion of them require the source to implement? Do you need any of them? Maybe not ... will you want to use them? Probably ... can you make games with TGB and not touch a single line of internal code? Yup, sure can ...


It's all personal preference ... before making a final purchase decision, I would suggest sifting through the C++ Resources on the Resource page and determine if you think you'll need or want any of them to be implemented ...

Will GG provide an upgrade discount? Not sure ... that's best left for GG to answer.
#3
02/08/2007 (12:46 pm)
Asteriods uses less memory and not as munch Number Crunching.
#4
02/09/2007 (3:38 pm)
Both art and programming are easier, imo. For the former, it takes less time to get something to look good in Photoshop than in Lightwave (at least in my experience). For the latter, the learning curve for most aspects is not as steep.

I have the Pro version of TGB but I've yet to use the C++ engine. I think if you're on a budget and looking to do an achievable project, then fiddling the C++ source could just slow you down.