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TOOOOOOOOORQUE! (study01)
TOOOOOOOOORQUE! (study01)
| Name: | coxosclassic | ![]() |
|---|---|---|
| Date Posted: | Jan 18, 2007 | |
| Rating: | 4.3 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for coxosclassic |
Blog post
Hey! This is my first blog in torque. Actually its my first blog ever... Anyways, since Im really focused on use Torque just for fun, I decided to document the learning process with this .PLAN.
I've organized a scheme that (hopefully) will end up with a prototype for a FPS.
Stage 0 done! - Idea!
Stage 1 done! - Characters - export all the models including characters that I'm doing in Maya to the Torque engine
Stage 2 done!- Environment - explore the QuArK editor (which I think is the same as GTKRadiant but with a torque compiler). At this stage I will decide if I build the level map in Maya or QuArK (or GTKRadiant ;) ).
Stage 3 - Learn TORQUESCRIPT (ongoing). So far I don't know anything about it, I'm pretty confortable in Flash actionScript2.0 though, and maybe I could use some of that knowledge to Torque Script. Although they are not the same thing, I hope torque script is Oop (Object Oriented Programming) and use that as an advantage to move forward to the next stage.
Stage 4 - Definition of game logic through torque script. This is probably the stage that will burn my brain cells out, and I will definitly spend most of my time on it. The game story will be defined based on what I learned from the previous stage, and the idea at stage 0 will start to get shape.
Stage 5 - At this stage I will be full on torque! With everything I learned so far, I will get back to the good old paper and pencil process and start tweaking art concepts, properly rebuild all the models, characters, guns and assets in Maya, create the final textures in Photoshop and dump all of that in Torque engine with the game logic ready to use.
Stage 6 - I will have to tweak and change stuff arround, so this is the time to do it.
Stage 7 - DONE!!
This .plan will not be folowed by rule, I'm conscious this is not that easy and I know that I forgot about lot of stuff that I will need during this project, but for a start I think its enough.
This .plan will be in constant change, otherwise it will not be made... The main thing is try to stick to it as much as possible.
I've organized a scheme that (hopefully) will end up with a prototype for a FPS.
Stage 0 done! - Idea!
Stage 1 done! - Characters - export all the models including characters that I'm doing in Maya to the Torque engine
Stage 2 done!- Environment - explore the QuArK editor (which I think is the same as GTKRadiant but with a torque compiler). At this stage I will decide if I build the level map in Maya or QuArK (or GTKRadiant ;) ).
Stage 3 - Learn TORQUESCRIPT (ongoing). So far I don't know anything about it, I'm pretty confortable in Flash actionScript2.0 though, and maybe I could use some of that knowledge to Torque Script. Although they are not the same thing, I hope torque script is Oop (Object Oriented Programming) and use that as an advantage to move forward to the next stage.
Stage 4 - Definition of game logic through torque script. This is probably the stage that will burn my brain cells out, and I will definitly spend most of my time on it. The game story will be defined based on what I learned from the previous stage, and the idea at stage 0 will start to get shape.
Stage 5 - At this stage I will be full on torque! With everything I learned so far, I will get back to the good old paper and pencil process and start tweaking art concepts, properly rebuild all the models, characters, guns and assets in Maya, create the final textures in Photoshop and dump all of that in Torque engine with the game logic ready to use.
Stage 6 - I will have to tweak and change stuff arround, so this is the time to do it.
Stage 7 - DONE!!
This .plan will not be folowed by rule, I'm conscious this is not that easy and I know that I forgot about lot of stuff that I will need during this project, but for a start I think its enough.
This .plan will be in constant change, otherwise it will not be made... The main thing is try to stick to it as much as possible.
Recent Blog Posts
| List: | 03/06/07 - Stage 2 - Environment 03/06/07 - Stage 0 - Idea 01/23/07 - Stage 1 - Character 01/18/07 - TOOOOOOOOORQUE! (study01) |
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Submit your own resources!| Vashner (Jan 18, 2007 at 23:52 GMT) Resource Rating: 5 |
| Apparatus (Jan 19, 2007 at 02:38 GMT) |
| David Higgins (Jan 19, 2007 at 05:27 GMT) Resource Rating: 4 |
On the note about Torque Script being OO -- it is, to some degree, but isn't at the same time, it's actually quite an interesting language to learn -- it definitely has it's oddities, and your most likely going to get hung up on quite a few of them for VERY long periods of time, just keep in mind -- one big tip I can you is 'watch out for the lack of explicit variables' (ie; %var = 1; if(%ver == 1) { // do something } <-- watch out for the whacky typos! In large code files, there damn near impossible to track down and the engine is of NO help in finding them)
Wish you the best of luck,

| Oliver Rendelmann - DerR (Jan 19, 2007 at 07:11 GMT) Resource Rating: 4 |
| coxosclassic (Jan 19, 2007 at 17:51 GMT) |
Thanks a lot for the comments and tips!
Vashner: Thanks for the warmth welcome! (Resource Rating 5 (??!!) WOW!!)
Apparatus: I'm glad to now that there are people who understand that sticking to a plan (of any kind) its definitely the hardest part for a successful finishing!! Thanks a lot!
David Higgins: If I find just a hole or two that would be great!! I just hope that my wheel barrel can hold all the dirt needed to fill those holes!! (hehehe). About the OOP tip that you gave, it is really helpful and I will follow your advise keeping in mind that 'lack of explicit variables' you mentioned. Awesome tip!
Oliver Rendelmann - Hazel: I
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4.3 out of 5


