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Is Torque for me?

by Dan Trojanowski · in General Discussion · 05/05/2008 (9:15 am) · 11 replies

I want to produce a game similar to Grand theft auto and Postal II. Ive been trying to find documentation to support that torque will enable me to build it but im having a hard time without actualy just buying it and trying it. Ive wasted my money with Darkbasic and its going to take a while to develop this game. I f torque wont work for me either i'd hate to waste a couple more years on this to have to switch again!Thanks for all the responses.

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#1
05/05/2008 (9:23 am)
Here is the awesome thing about GG tools. Most if not all have demo periods. My suggestion would be to dl the tool you have your eye on and give it a spin. Hit up the IRC chat and forums to ask basic questions. I would think TGE would not have a problem making that style of game. Just be cautious about building a game to large for you or your team.
#2
05/05/2008 (9:26 am)
Thanks. I'll DL it now and give it a spin.
#3
05/05/2008 (11:24 am)
Quote:
Ive wasted my money with Darkbasic and its going to take a while to develop this game.

You'll be disappointed in Torque if you think it's going to do all the work for you. This might sound offensive, but it's the truth and no matter what game engine you pick, you'll have to get dirty and actually implement some of the functionallity they all will miss for your core gametype.

Torque might have vehicles, but they are far from the type you see in GTA. Unreal might have a really slick rendering pipeline, but it will miss in other areas, just like Unity and DarkBasic will.

Best of luck.
#4
05/05/2008 (11:29 am)
I was reading that Postal II was having a hard time with using a multi level editor using the unreal engine. It's not even an option for me because either you use a ripped engine and cant market it, or you find some way to get $500,000 or so for a license. Then pay them royalties on topof that. In my research to find a game engine i keep finding myself back to torque because of the "community and user support". A great network is crucial in anything you do. I just want to make sure it will work for the end result im looking for.
#5
05/05/2008 (12:00 pm)
Dan, just wondering how large is your team that you working with?
#6
05/05/2008 (12:02 pm)
3-4 coders/artists
#7
05/05/2008 (12:17 pm)
The trick is im going to have to get a license for content from another company before i can sell it. But ill have to do that in Beta. If i don't get them onboard ill have to change the music and some icons.
#8
05/05/2008 (7:34 pm)
After seeing a couple demos, (the water plane was awsome) im convinced this definately will work for my game. The walk around was smoother than the unreal II demo!
#9
05/05/2008 (8:29 pm)
Now the question is which version to purchase?
#10
05/05/2008 (9:25 pm)
Get TGE and then upgrade to TGEA same price as buying TGEA outright and you can play with both and see if your team is up to using TGEA, if not start with TGE and port later.
#11
05/05/2008 (10:22 pm)
Quote:After seeing a couple demos, (the water plane was awsome) im convinced this definately will work for my game. The walk around was smoother than the unreal II demo!

Yes the terrain-water demo was smooth. The scene had nothing in it but a small blended terrain and a waterblock. Now fill that with buildings, cars, pedestrians and what-not that'll fill your game up it'll be a little different.

Two things to keep in mind if you're intent on making a GTA type game: Torque doesn't do too well with large cityscapes. It's vehicle physics aren't the greatest either.

If you have access to a mac, you might want add Unity to your engine vetting list.