Game Development Community

Torque 3D Lisence?

by LrdOfNightmares · in General Discussion · 05/15/2009 (5:34 am) · 12 replies

If i make a game with the Torque 3D GE,
Can i sell it?
Is there any additional charge other than just buying the Torque 3D GE??

#1
05/15/2009 (10:47 pm)
Nope, no extra charges. You buy the license once, publish any / all the games you want from there in perpetuity so long as you comply with the other license terms.
#2
05/21/2009 (4:26 am)
Which is best for me?
TGEA
or
Torque 3D?

I want to make a high graph RPG game

And

Witch on of these should i buy to make a game and sell it with no additional charges etc etc?

http://www.garagegames.com/products/torque-3d/preorder


And what about the licenses???
How many are there?
And what i should have??

I am new in the game developing etc and i don't know

I hope that i am not asking too much info

Thanks in advance!
#3
05/21/2009 (4:36 am)
Most of the info you need should be in the EULA and license agreements for the engines.
As I understand it, as long as your company makes less than $250k, and you are making a normal game (not an MMO or virtual world), you just need an indie license for TGEA, or a Pro license for T3D. If you make more, want to make a virtual world etc, then you would need a commercial license for TGEA or a Studio license for T3D.

You need once license per developer, if its just you, you only need once license.

For Torque 3D, if its just you, you probably want the pro version. Without the source code you are going to be very limited in what you can make (I doubt you could make a RPG with the basic edition).

I would buy TGE, TGEA and then upgrade to T3D if it had the features you need. As you are new, I would start with TGE as it is the cheapest

www.garagegames.com/products/tge

Have a play with editing the engine source, and following some tutorials, before you upgrade to TGEA
Buying TGE then TGEA costs the same as just buying TGEA on its own, so you dont lose anything by starting with TGE. The same is true for TGEA to T3D.

Matt
#4
05/21/2009 (6:20 am)
What is the "Virtual world" that you spoke about?

And actually i was thinking of makeing an kind of MMORPG

What is indie?

Btw i want to make a RPG let's say... like FF

And yes..i am on my own
#5
05/21/2009 (7:09 am)
Before you consider diving head long into developing a specific game I would suggest grabbing a copy of the TGEA demo (or even starting with TGB, I think you can learn to mod with that as long as you don't sell what you make before buying a license... I jumped straight into TGB Pro which I shouldn't have as I'm not even getting into the engine yet) and learn to make mods with torque script. Once you get fairly good doing that you can consider purchasing a license and working towards a more serious game you can publish.

Also for your questions, Google is a great friend but to save you a minute or two: A virtual world is a persistent game world like the kind normally used by an MMO as opposed to the instanced world of a single player game that loads every time the game is started. Indie is independent game development of a small number of developers without corporate support.

Asking those questions suggests you may want to study a bit more before you get too serious into developing games. These forums are pretty good as well as other general game development sites like www.gamedev.net. I suggest checking out gamedev's resources to give you a start on what you need to know to develop games.
#6
05/21/2009 (7:43 am)
Isn't the demo working only for a certain amount of days??
#7
05/21/2009 (7:45 am)
The TGB demo is time limited, the TGEA demo just doesn't provide the source, docs, etc.

And even in the 30 days you get with TGB, you should be able to learn a lot.

Also see the pinned posting on MMOs in the general forum, and remember that the game is the easy bit of an MMO. Writing the back end infrastructure and the service management side is much much harder.
#8
05/22/2009 (2:31 pm)
@LrdOfNightmares: Before you jump into making an MMO, read this. It's not a thing to discourage you, but rather to show you what is required of you, how an MMO is not a game so much as a service (like AOL or Satellite TV), and the amount of work involved. It's being compiled with helping Indies lower their mortality rates from 99.999% to about 99% =)
#9
05/23/2009 (2:00 am)
:D I know i've read the topic you said and you know what?? it reaaally helped thnx :D


With Torque 3D i can make my own battle system and include videos in the game right?


And btw what Prog language does Torque Use?

#10
05/23/2009 (2:06 am)
Torque tech is generally made with C++, and has TorqueScript for scipting. The 3D engines require a mix of both for full use, while the 2D engines can generally get away with mainly scripts. In the case of TorqueX tech, the language is exclusively C#, built on top of XNA. TX2D has a builder similar to TGB.

You can, perhaps even must, make your own battle system in any of the engines :)

KenH said something about the virtual world limitation being lifted the other day, so I'd check the EULA for T3D now and see what it says. There were other changes too, but generally seems to be even more liberal today than last week.
#11
05/23/2009 (2:08 am)
Can you please post a link?
#12
05/24/2009 (12:14 am)
I emailed GG asking if I was required to purchase a separate license for creating a mmo game. The reply stated that I do not have to purchase any separate license or pay anything more to create and sell an mmo on Torque 3D.