Editor like TGB has?
by Thomas Bang · in Torque Game Engine · 05/13/2008 (7:09 am) · 9 replies
Hi
Is there a plan to modify TGE's Editor?
- Create a new (blank) project with all needed folders and files.
- Publish a project
- Update the list of dif- & dts-objects without to restart the editor/game
- There is a difference between TGB and TGE(A): TGB has 2 projects. TorqueGameBuilder (the Editor) and the game itself. Any plans to separate also TGE(A)?
Greetings
Thomas Bang
Germany
Is there a plan to modify TGE's Editor?
- Create a new (blank) project with all needed folders and files.
- Publish a project
- Update the list of dif- & dts-objects without to restart the editor/game
- There is a difference between TGB and TGE(A): TGB has 2 projects. TorqueGameBuilder (the Editor) and the game itself. Any plans to separate also TGE(A)?
Greetings
Thomas Bang
Germany
#2
It is very time consuming to analyze each part of "tutorial.base".
The best way would be a Project-Menu (new, open, close) and some more tutorials like TGB has.
05/13/2008 (7:30 am)
I have problems to set up a new blank project. If i want to try something i use "tutorial.base". But... for example... i don't know how to create a player from the ground up. It is very time consuming to analyze each part of "tutorial.base".
The best way would be a Project-Menu (new, open, close) and some more tutorials like TGB has.
#3
05/13/2008 (8:43 am)
I think the best way would be a tutorial on creating a player from the ground-up with explanation rather than a project menu that provides code that the user may not understand. But that's just me. I also like boilerplate code, but that's only useful for people who actually understand the code and can add their own. It is absolutely useless unless that knowledge is already there.
#4
With engines like TGE and TGEA that can be used for so many things it is incredibly difficult to call any set of code a "basis" for any game as there are nearly infinite variations. However, I believe we could move forward with this with some basic assumptions:
1. The people who really know what they're doing won't need or use this starter template.
2. The starter template will be created with the assumption that no Source Code has been altered.
3. A detailed set of instructions could be followed could be followed to build the template up to "starter.fps" equivalent features.
I believe I read a very informative post by Stephen Zepp about this very topic. One of the difficulties in release this sort of blank template is that, inevitably, the next question people ask is: "how do I get a player in this world?" and then "how do I let them have a gun?" and then "how do I put items in the world?" After answering all these questions (with examples) for people, you end up with starter.fps.
I think the real answer here is that this whole "project template" thing needs to be seen as an educational experience. Starting with a "bare bones" structure, a new user could be educated and oriented with the basic features of Torque. From there, piece by piece, features could be added with detailed explanations along the way, until all of the "common" game features that have an implementation in starter.fps have been added. If the user is educated along the way, they can make their own informed decisions about which features they want to implement and how existing features can be modified to meet there needs.
I think I finally have a solid idea in my mind of how a TGE 101 class should be structured.
05/13/2008 (9:33 am)
This is something the instructors at Torque School have talked about doing for awhile now. There are some difficulties in creating a generic "template project" for TGE or TGEA. There is a difficult balance to be struck between a template that can truly be used for any project and one that is not so incredibly stripped down as to be totally useless.With engines like TGE and TGEA that can be used for so many things it is incredibly difficult to call any set of code a "basis" for any game as there are nearly infinite variations. However, I believe we could move forward with this with some basic assumptions:
1. The people who really know what they're doing won't need or use this starter template.
2. The starter template will be created with the assumption that no Source Code has been altered.
3. A detailed set of instructions could be followed could be followed to build the template up to "starter.fps" equivalent features.
I believe I read a very informative post by Stephen Zepp about this very topic. One of the difficulties in release this sort of blank template is that, inevitably, the next question people ask is: "how do I get a player in this world?" and then "how do I let them have a gun?" and then "how do I put items in the world?" After answering all these questions (with examples) for people, you end up with starter.fps.
I think the real answer here is that this whole "project template" thing needs to be seen as an educational experience. Starting with a "bare bones" structure, a new user could be educated and oriented with the basic features of Torque. From there, piece by piece, features could be added with detailed explanations along the way, until all of the "common" game features that have an implementation in starter.fps have been added. If the user is educated along the way, they can make their own informed decisions about which features they want to implement and how existing features can be modified to meet there needs.
I think I finally have a solid idea in my mind of how a TGE 101 class should be structured.
#5
05/13/2008 (9:44 am)
That's exactly my thought as well, Mark, only started much better than I could have.
#6
I need step-by-step Tutorials like TGB has.
Create a new project in TGB and look at the basic scripts.
There are only a few lines. From there, with the help of TGB's tutorials, i can add things at my own.
That's what i want.
05/13/2008 (9:59 am)
My mistake. I did not explain correct enough. I don't need a player-template or weapon-template and so on. I need step-by-step Tutorials like TGB has.
Create a new project in TGB and look at the basic scripts.
There are only a few lines. From there, with the help of TGB's tutorials, i can add things at my own.
That's what i want.
#7
05/13/2008 (10:28 am)
Yes, Thomas, that's what I'm talking about as well. However, what you'll have to realize coming from the TGB arena into TGE or TGEA is that things are much more complicated. You have more power and more control, but the price is complexity. However, I think I have a clear direction to go here. Keep an eye on the Torque School website for an announcement about TGE 101.
#8
05/13/2008 (10:38 am)
I know you've been forming that thought for awhile now, I think that's about as concise as it gets Mark, let's do it!
#9
05/13/2008 (10:39 am)
Speaking of TGB like functionality, I do have some neat TGE behaviors stuff I have been working out that would be a good addition.
Associate David Montgomery-Blake
David MontgomeryBlake
I like the publish project feature. It would have to parse all of the folders and scripts to only copy the needed assets and dependencies into the published folder. It might get sticky on textures, however; especially on DIF's.
I would love the update feature.
I'm split on the separation of editor and engine. In some ways, I like it because I can use the editor and then run what I've done in the engine, in others, I like the sandbox feel of being able to do things in-engine.