Game Development Community

Torque 3D Development - Pricing and Licensing ANNOUNCED!

by Brett Seyler · 03/20/2009 (7:53 pm) · 496 comments

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68.233.5.139/~transfer/brett/coffee-rounded-bordered.pngHey everyone! I know some of you saw the Gamasutra story that revealed some previously unreleased details about Torque 3D. I'm going to to try to clarify the whole picture, and fill in any gaps with this post here.

Because it's GDC week, I'm already down here in SF doing some PR, talking about iTorque, and talking to some local studios about Torque and InstantAction. Needless to say, definitely keeping busy, so I'm going to try to keep this as short as possible and focus on the stuff I know you most want answered. We've got a big week ahead of us :) I'm guessing we'll get a lot more questions answered in the comments, so feel free to throw out anything I don't cover here.

When I first started blogging on our dev progress in December, I really didn't think we'd get as far as we have, as fast as we have. Torque 3D is really a huge step up from TGEA, particularly with respect to the toolset, usability, and content pipeline. I think users will react most to the effort we've put into the tools, and we'll be showing much more of that in the next few weeks. Of course, we've done some major subsystem updates as well (Web publishing, Terrain, Post processing, Particles, etc).








Licensing


I posted twice on pricing & licensing (one of which is still probably the most commented on post in GG history) and we definitely listened. These were the main takeaways from the roughly 400 comments (and numerous emails) I got since.
Quote:1. Support, especially ticketed support is in high demand. If GG can find a way to provide this, there are Torque developers willing to pay for it.

2. A low entry point to Torque is important, even if it means some restrictions in the EULA or deprecating some features.

3. Greater polish, usability, stability and overall quality are paramount attributes for a high-end Torque product.

4. A focus on tools, and particularly usability in the World Editor, is the most important area to address in Torque 3D.

So we took all that, and really put your opinions into action, both from a development standpoint, and with respect to pricing & licensing. Here is what we decided on:

1. Two versions available on the website, Basic and Professional, each with an Indie EULA.

2. Basic and Pro have a feature delta, with the Pro package being targeted at existing TGEA owners, or pro / prosumer developers and studios who might need to create custom code modifications for their game. The Basic package is targeted at new users, who want to learn the tools, and see what the engine is capable of. You will be able to us Basic to create a game, even though we expect it to ship as a binary only. When working on a larger team, artists and designers often don't need access to the source code, and in these cases, the Basic package will probably be a better fit, given that team members can share compiled binaries with one another.

3. For those looking for a custom EULA, perhaps for an entire studio or for a single project that doesn't qualify for our "Indie" license, we'll respond to inquiries to licensing@garagegames.com. I should note that we probably won't touch any requests to this address that aren't from developers serious about a more expansive license and with the means and ability to pay for it. For example, our typical Studio licenses start @ $6k for a small team, and go up from there.


Features


The Professional version of Torque 3D will include everything we've talked about thus far, and a lot of what still hasn't been revealed. For example, we're planning to include updates to Physics, new Terrain, a Decal Editor, a Datablock Editor, River / Road / Path tools, and a Material editor in the final release.

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The Basic version will not include Web Publishing, Advanced Lighting, or the River & Road Tools, but everything else is in there. It will also be binary only. Again, this version is probably not a good fit for most of you who currently own TGEA. We're offering the big discount during the pre-order period only on Pro, and TGEA owners will not be able to apply any of their TGEA license fee to Torque 3D Basic. Only to Professional.

We've been talking about Genre Kits and Add-ons a bit as well. There's some really good stuff coming there, but we don't have any pricing to announce with that yet. There's the Luma Racing Kit (based on their game "Rev" published on InstantAction, and including some of those production assets). There's a much updated FPS Starter Kit with work from Max Gaming and Apparatus. There's Sickhead's Forest Kit (not sure if that name is final or not) which is *really* cool. It will let you paint down foliage, or just random objects to the terrain or into a scene. I've seen this in action. It's going to impress the hell out of people. There's also Gerhard's expansion (unnamed at present) which will probably include a lot of custom assets and functionality on top of what you've already seen.

The takeaway w/ Genre Kits and most of these Add-ons is that they will likely be Pro-only.


Pricing


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So, let's break this down just a bit more clearly.

What will Torque 3D cost me?

If you own TGEA Indie (and I think this is most of you now), your cost to upgrade to Torque 3D Professional is $1000 - $200 (pre-order discount) - $295 (TGEA Indie contribution = $505

If you own TGEA Commercial, you can apply your license to Torque 3D Professional the same way an Indie owner can with a final cost of $505. If you'd like something similar to a Commercial TGEA license for Torque 3D, you'll need to contact us directly.

If you own any other Torque products, you can still purchase TGEA and get the same discount described above for a limited time. The pre-order discount will expire when we release release the final Torque 3D build (expecting this to be in May at the moment). The first beta will be delivered to Torque 3D owners in April.

There is no pre-order available for Torque 3D Basic, and there is no discount on Basic for existing TGEA owners.

Why Pre-order?

www.rustycode.com/matt/bp.jpg Access to the Torque 3D Closed Beta -- First delivery in April
www.rustycode.com/matt/bp.jpg An exclusive Torque 3D T-Shirt
www.rustycode.com/matt/bp.jpg Torque 3D private forum access on GarageGames.com
www.rustycode.com/matt/bp.jpg Up to $495 off the full version price


As I mentioned before, I'm going to keep posting blogs all the way up to our release, and probably for a while thereafter. We've still got a lot to show.

More sidebars and development blogs to come. This is post #15.


Torque 3D development blogs:




About the author

Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.

#421
03/29/2009 (10:11 am)
Quote:have you seen the new terrain in T3D at what you can do it might not be Voxel Terrain but they have said now you can get there terrain just as good as Voxel Terrain.

If T3D had terrain just as good as C4's voxel terrain I would buy it but I havent seen any proof of that so far?

I mean to make a cave with Torque you have to build it with a modeler and export it to .dts trying to blend the textures in with the terrain and I know its a real pain cause I've tried! Just that video on C4's terrain editor shows how behind TGEA terrain system is.

Also what sort of things does Torque have out of the box that C4 doesn't?

Just want to mension I'm not trying to degrade Torque at all I'm just looking at other possibilities! I still and allways will love GG and the Torque Line of engines!
#422
03/29/2009 (12:15 pm)
Jaren Watkins and everyone else can you just wait till they show more on torque the terrain is having a major over hall i think thats where alot of work is being put. torque said that there new terrain will b just as good as Voxel Terrain but its not Voxel Terrain its still torque terrain just with lots of new stuff to it to make it just as good. i don't know how it is though but it might be able to make caves and stuff who knows i wan to see the new terrain as well. i hope when they show the GDC video it will show terrain and what it can and cant do.
#423
03/29/2009 (1:17 pm)
Everyone should try blender, it is free and a great start for anyone who wants to make games!
#424
03/29/2009 (3:15 pm)
Quote:If $505 is too much of a stretch, targeting some of the higher-end features that Torque 3D adds for you game is likely to be a poor decision.

@Brett
Like I said in the other thread before I went on vacation, there is a world of difference between $505 being a stretch period, and $505 being a stretch because of too little notice.
#425
03/29/2009 (4:46 pm)
little notice are you crazy you get 2 months thats not to little notice. remember you can still pre-order for 2 hole months thats more then a good amount of time. pre-order ends when the full release starts which is like 2 months from now.
#426
03/29/2009 (5:08 pm)
could you post a link BRANDON so that I can see the space where you got your information, thanks J

#427
03/29/2009 (5:54 pm)
I am defenetly going to wait until T3D comes out cause if T3D can have terrain just as good as C4 then I will gladly spend my lovely money on T3D than C4! I'll just keep my fingures crossed!
#428
03/29/2009 (6:01 pm)
Hello, Torque 3D is not even in beta yet, how can you really talk about any graphical component if the game has not even gone to beta. If I were GARAGE GAMES then I would probably wait about 2 to 4 months after the beta starts before I would release Torque 3D! This way GARAGE GAMES could get all its fan's criticism out of the way before the game ships and allow people in the beta to recommend the product to people whom have never even heard what GG is. All and All I think that the terrain will be fixed in 2 months, if GG puts their mind to it.
#429
03/29/2009 (6:02 pm)
PS: I meant to say game editor instead of game in the post above
#430
03/29/2009 (6:26 pm)
@J I wouldn't expect much more then what we will see of what Torque3D has and hasn't got in the coming days. Minor things may be added before the proper release.

T3D is going to be in Beta in a few days. Beta testing allows the software to undergo usability testing with users who provide feedback. Generally Beta software is feature complete.
#431
03/29/2009 (7:22 pm)
ya they just don't realize they have not shown us hardly anything as once a week blog cant do it not what they are adding into T3D they got so many new things that they have not shown yet. the GDC video will show most of the stuff if not all of the stuff people saying that one of the demos blown them all away so cant wait to see that one. :P
#432
03/29/2009 (8:58 pm)
Give that man some commas and periods!
#433
03/30/2009 (8:03 am)
IDC
#434
03/30/2009 (8:07 am)
I agree though, we do not know anything until we see the demos from GDC or till we actually get our hands on the beta. Until then these forums about graphics are kind of a waste of time.
#435
03/30/2009 (11:28 am)
My team will be transfering found to our shared account tomorrow, then we will be buying T3D in 2-3 days prolly.

Would like to see more movies/images and more info on T3D though now GDC is over TBH.

So dont be lazy GG, post :)
#436
03/30/2009 (11:51 am)
A few questions regarding TGE (Torque Classic):
1. Can licenses still be purchased?
2. Will the forums and resources still be available for TGE discussion and posting?
3. Can the community maintain TGE on the GG website so we can "stay in touch" with the rest of the Torque community and push new features and patches? Cross pollination of concepts would be good.
4. Is TDN going to stay?

Thanks
#437
03/30/2009 (11:52 am)
@Bo: People here are in the process of getting the videos together and working up post GDC infos etc... They all were very happy with how GDC went, the GG booth was extremely active and some of the videos they have to show are great :) On top of that they are trying to recover and we no longer have our GDC crunch, but now we have our -real- crunch lol, busy busy busy here.
#438
03/30/2009 (12:02 pm)
1. Can licenses still be purchased? Yes

2. Will the forums and resources still be available for TGE discussion and posting? Yes

3. Can the community maintain TGE on the GG website so we can "stay in touch" with the rest of the Torque community and push new features and patches? Cross pollination of concepts would be good. In a way. The resources section for TGE will still be available.

4. Is TDN going to stay? Undecided. It is currently locked down, in read only mode.
#439
03/30/2009 (12:40 pm)
I was wondering when we can expect a new post on T3D or some of the video's from GDC?

Thanks
#440
03/30/2009 (1:13 pm)
@Michael Perry,

Thanks