Game Development Community

Is Torque right for me?

by kgoodrid · in General Discussion · 09/09/2008 (1:00 pm) · 8 replies

Torque seems really great; I've been very impressed with the community and products here. I am very interested in learning to create games, but don't really know the best place to start.

I have ZERO programming knowledge and experience. Let me say that again: I do not have ANY programming knowledge or experience of any kind. I have been creating mods for many years, and have a great deal of experience with programs like Aurora for Neverwinter Nights and ADRIFT for interactive fiction. However, I don't know the first thing about programming in any language, format, or engine.

Despite my lack of experience, I am very interested in learning. I know it won't be easy, and will be an investment in time and money. I just need to know where to start.

Is Torque a good fit for me? If I start out simple with the Game Engine and perhaps one of the recommended guide books, will I be able to get a good start on building up my knowledge so that I can one day create more complex games? Or do I really need to establish a baseline of knowledge and experience with something else, whether it be C, Flash, Java, or whatever?

Thanks!

#1
09/09/2008 (1:05 pm)
Yes. Download the trial versions of whatever interests you - be it 2D or 3D, and jump into the tutorials and online resources here on GG. Ask questions and start up dialog in the forums here. In short, jump right in :)

I would recommend 2D ala Torque Game Builder to get started, but by all means if 3D is your thing, grab the TGEA trial and start playing around with the mission editor (just hit F-11 top open it up)

Check out Torque X if you are interested in deploying to PC's as well as XBOX360.

Ask lots of questions, and welcome :)
#2
09/09/2008 (1:53 pm)
I've been playing with the demos and tutorials a bit, and they aren't bad. I just worry that once I get started, I will just be copying and pasting code with no understanding of what I am doing. Will I need to supplement my use of Torque by studying a programming language independently, or will I have enough at my fingertips between Torque and the community to actually learn enough to eventually branch out and make something more impressive than Solitaire?
#3
09/09/2008 (6:36 pm)
TGB is a good place to start. I did learn how to code script with it, but I had prior experience with RPG Maker (which helps a lot to get a good understanding of what it takes to make a good game, without having to hardscript things).

I'm not sure TGE is noob friendly at all.
#4
09/09/2008 (6:54 pm)
Here are some steps for learning this fast.

Learn the basics of C++
Learn what a game engine 'is'.
Learn what TGB and TGE can AND can't do.
Grab a 30-day trial of TGB
Go through a couple tutorials
Learn Torquescript
Buy an indie license of TGB
#5
09/10/2008 (4:10 am)
I've been having a blast running through some of the tutorials. I think I'm ready to 'take the plunge.' I really think I need to spend some time working on 2D games, but I would eventually like to move into 3D. So I am left trying to decide between TGB and TGB Pro. It sounds like TGB Pro comes with some features (plugins, access to comments, etc) that could be very, very useful, but I'm not sure if the big price jump between the two is justified.

It looks like some of the products include an upgrade path. Can someone square me away on how that works, and make a recommendation as to whether I would get anything out of Pro? I don't have a huge desire to jump in and try to modify the tools themselves - I think I will be plenty busy just learning to use the tools as-is. Would Pro be wasted on me, or will I really be missing out by sticking with TGB?
#6
09/10/2008 (5:41 am)
I would stick with TGB and then when you have advanced to a point where you actualy start editing the source and need extensive knowleage in the ins and outs of hte inner core in TGB, you will be competent enough in C++ to know when to upgrade.
#7
09/10/2008 (6:16 am)
You have all of the functionality with TGB in the binary version. If you want to modify the engine source code (which requires C++ knowledge), then you can move to pro then.
#8
09/10/2008 (11:29 am)
Take TGB non-pro now, it is already more than enough to make complete games.
TGB Pro is not a necessity, at least for the first months, it only adds the access to C++ source code, and it is not useful for everybody. You can always upgrade from non-pro to pro if needed.