Game Development Community

Torque 2D Development - Expectations

by Michael Perry · 07/30/2009 (10:04 am) · 77 comments

static.garagegames.com/static/pg/blogs/deborah-marshall/torque_2d_development_blog.png

In the first Torque 2D Development Blog, we wanted to drop a bombshell feature on the 2D game engine world. The announcement of real time networking addresses one of the most sought after feature requests for our 2D engine technology.




Before proceeding with more feature revelations, we are going to take this time to talk about Torque 2D expectations while we have your attention. The rumor mill has already started to churn, but now is the best time to address the speculation of how Torque 2D will be developed. First, let's look at the past.

There is not a single doubt that Torque Game Builder has been a success. When it comes to pure 2D development, game engine options are limited. Torque Game Builder has always been at the top due to the number of features and power it has offered. Developers have published games on BigFish, GarageGames, Steam, Xbox 360, the iPhone, and more. The engine has reached the hands of both hobbyists and AAA developers alike. Check out a few recent games with TGB you may have missed:


static.garagegames.com/static/pg/blogs/deborah-marshall/mass-effect-t2d.jpg
We're always excited when a well known brand picks up Torque to extend it in new, entrepreneurial ways. That's what happened when BioWare called us up last fall to talk about creating Mass Effect Galaxy for the iPhone. Created on top of TGB and Torque 2D for the iPhone, this game allows players to explore the story of Jacob Taylor, a biotic-powered super-soldier who stumbles across a plot to terrorize the mighty Citadel space station.


static.garagegames.com/static/pg/blogs/deborah-marshall/flux-family-t2d.jpg
Torque Game Builder has been used to make hundreds of casual games, many of which have been published on one of the "Big Online Portals." Probably the biggest fish in the pond is, well, Big Fish. Long-time Torque developer Skunk Studios found success on Big Fish when it's hidden object game Flux Family Secrets hit the #1 spot in April and held it for many weeks. Now Skunk Studios has a contract to make more Flux Family games for the popular on-line portal.


static.garagegames.com/static/pg/blogs/deborah-marshall/sudoku-t2d.jpg
One of the most compelling reasons to use TGB is to push it to multiple platforms. Windows and Mac comes right out of the box, but with pathways to iPhone, Wii, and the Xbox 360, there are lots of ways to get more eyeballs on your game. WhiteBearStudios choose TGB as it's start into Wii game developer, producing Sudoku Ball - Detective. With this game under their belt, they're aiming to produce more Wii titles with Torque and continue making great "jump-in" games with affordable and flexible tech.


During the 2009 Casual Connect, David Fox of iWin.com gave a talk about 3rd party frameworks and game engines developers had at their disposal. He was fair to all the contenders, but ended up giving Torque Game Builder a shining review.


The presentation ultimately came down to using the framework that best fit your project, so he created a list of all the features that would make the perfect engine. Perhaps my favorite slide in his presentation was the "Perfect Engine Matrix," where he listed features of a fictitious engine and compared it to real options.

(slide taken directly from David's presentation)
static.garagegames.com/static/pg/blogs/michael-perry/PerfectEngineSlide.png


We were very happy to see how Torque Game Builder stood up:


The Perfect Engine Features vs Torque Game Builder

static.garagegames.com/static/pg/blogs/michael-perry/FeatureMatrix.png


You are not going to find a single game engine that fulfills that entire list, but it is obvious how close Torque Game Builder gets to the "perfect 2D engine." How many of those Xs would you like to see convert to checks? We are still putting the final touches on our road map, but we are feeling confident about most of those flipping. Real-time networking has already started the process of pushing Torque 2D beyond the already amazing TGB.

Another very important point David made was how well the engine fits your development needs, outside of a feature list. Again, TGB shines in all these areas.

Perfect Engine Dev Factors vs Torque Game Builder

static.garagegames.com/static/pg/blogs/michael-perry/DevMatrix.png

*Low Cost - TGB has always been our most affordable engine for what you get.
*Community Support - Hands down, our community is one of the most solid and helpful when it comes to development. The original Torque 2D itself was spawned by a community member.
*Employee Support - The employee and contractor activity in the Torque 3D forums is way up, and will carry over to Torque 2D.

It pains me to see that the one X on that list is related to documentation, but we already plan to rectify this with Torque 2D. There will be a separate blog about this later, but you can still look at Torque 3D to see what direction this subject will go.

At the end of the talk, David gave us his "2 cents." Torque was his recommended choice for a 3rd party framework to make downloadable games. For web games, Flash is still the king. After all, has Flash ever had serious competition from a 2D game engine that can produce games embedded in a browser? Maybe it's time there is competition.

David was not the only developer with an opinion at Casual Connect. Several Torque veterans visited our booth to show off the games they made with our tech, and see the new Torque 2D demonstration. They even got a preview of the new editor, which is still in a very rough alpha. The responses were unanimous: Torque Game Builder is an amazing 2D game engine, and Torque 2D is on the right path to surpass it.

What's the Point???


This brings us to the core message of this blog: If Torque Game Builder is this widely accepted as one of the best, how do you improve on this? Sure, it would be easy to scan the forums and fix a few bugs here and there. Early on, we decided that was not good enough: for GarageGames or for you.

There is a reason we are switching to the name "Torque 2D." By now, most of you may have noticed we already performed a similar re-branding: Torque 3D. Torque 3D became more than just a TGEA 1.9 or 2.0 release. The engine evolved and has become the flagship engine everyone wanted to see GG produce.

Please, take time to look at the latest versions of TGEA and Torque 3D. Compare the editors, the new features, the documentation, the development transparency, the improvements, etc. Now, I want you to replace TGEA with Torque Game Builder.

We plan on giving TGB the same level of treatment Torque 3D has received in every way possible. Think of the major features missing from TGB, and the longstanding issues you want resolved. Look at every other game engine or framework, find its strongest point, then imagine that in Torque 2D.

Our final goal: Torque 2D will become the end all, be all, 2D game engine solution. For anyone who was concerned, we hope this ends the speculation of what effort will be going into Torque 2D.

Torque 2D development blogs:


About the author

Associate Producer / Project Manager for GarageGames

#21
07/30/2009 (4:08 pm)
@Javier - I think you can already do the DTS model with animations in TGB 1.7.4. I've done this in my prototypes.

@Blake - Sounds like a great suggestion. I'll be creating a Torque 2D Documentation Feedback thread soon, which will act as the main hub for doc suggestions and updates.

I too love where our flagship engines are headed =)
#22
07/30/2009 (4:24 pm)
These are great news!
Please keep'm coming.
Can't wait for the next update.
#23
07/30/2009 (4:59 pm)
aw, man you guys should totally merge them into a super-engine
i would pay double for that

i've worked on projects with director and flash in my day job, in my nights i have worked with tgb. for me, the engine is project by project
TGB is definitely more fun
#24
07/30/2009 (5:13 pm)
So when I click on Torque 2D it says I already have it, but I only have TGBPro of course.

Is there a projected cost upgrade yet for existing owners, or is this to early in the phase.
#25
07/30/2009 (5:37 pm)
@Randy: You're too early yet to participate in betas a la Torque 3D. We're not even at a full alpha stage yet...one more feature to finalize before we're there. And it's a big one. :)
#26
07/30/2009 (6:42 pm)
As long as you release it before October before I loose my job and I have to really start doing something for a living:)
#27
07/30/2009 (7:31 pm)
So will there be updates in T2D as good as T3D?

I mean, the videos in T3D were awesome. The physics, lighting, roads, rivers... Will we see anything else other then the very expected physics and shading?
#28
07/30/2009 (7:37 pm)
I think that's the whole point of this blog Tyler =)

Coming right out and saying we are putting some major upgrades into Torque 2D, just as we have done with Torque 3D.

Quote:There is a reason we are switching to the name "Torque 2D." By now, most of you may have noticed we already performed a similar re-branding: Torque 3D. Torque 3D became more than just a TGEA 1.9 or 2.0 release. The engine evolved and has become the flagship engine everyone wanted to see GG produce.

Quote:Our final goal: Torque 2D will become the end all, be all, 2D game engine solution. For anyone who was concerned, we hope this ends the speculation of what effort will be going into Torque 2D.
#29
07/30/2009 (8:51 pm)
@Michael - I think now's the time to bust out my awesome vocabulary and set a precedence in the fundamentals of renaming convention. I hereby rename Torque 2D to T2D for simplicity issues :-D

Oh and try to say T2D five times fast. Pass it around the office.
#30
07/30/2009 (8:55 pm)
@Jordan - Just said it five times fast...

::Peter griffin laugh::

teetoodeeteetoodee
#31
07/30/2009 (11:44 pm)
Hi Michael.

What if I decide to start a new project within the next couple of months. How easy would it be to port over to T2D if beta happens to get released during that time?

I am planning to purchase TGB Pro and iTGB soon. Would I get a discount when T2D comes out?

Feature request:
I love the scripting language! Please make it fast so we don't have to write code in c++ for iPhone games.

Please give us an IDE with better static type checking (i'm currently using torsion).

Love the GUI builder. Make it better in every way!
#32
07/31/2009 (1:02 am)
My "Perfect Engine" features list would tend to be quite a bit different from the one in this article. Some of the things I'd list:

- Really basic things that any game needs should be supported in the engine (such as gamepad support or ability to detect modifier keys on keyboard -- both lacking in TGB for Mac)

- Fast performance

- Runs well on older processors / video cards, provided they can run this type of game using other engines

- Good compatibility with somewhat older OSes and computers.

Looking forward to seeing what will come in Torque T2D, and I'm excited to hear about the higher level of commitment GarageGames is giving it.
#33
07/31/2009 (8:36 am)
@Johnny -

1. We have not reached the point of being able to try this, so I do not have an answer. As Deborah said, we are still in early Alpha

2. I do believe there will be a discount path for existing TGB owners

3. The mixing of Torque 2D and the iPhone counterpart will not happen for a while. However, if there is any time to increase scripting we will look into it

4. We do not plan on producing any IDE besides our own GUI Builder, which we are improving on. Torsion is still the best and our recommendation.

Good feedback, thanks.

@Vern - Good feedback as well. I was just talking to someone yesterday about support for older machines and op. systems and how far back we will support. Do you have a recommendation?
#34
07/31/2009 (8:55 am)
some programmers that i know, say that they prefer other scripts options (so they prefer Unity), if you have experience in a c# engine, why not put standard script languages options?, maybe making a script layer?

unity3d.com/unity/features/scripting
#35
07/31/2009 (10:44 am)
A scripting layer would be a nice addition to our engine lineup, and one that we've had a lot of discussion about. Josh E's been talking about this for a long time now, and did a great job at bringing Python into Torque and the MMOKit.
#36
07/31/2009 (12:10 pm)
A scripting layer is ALOT of work... Though I wouldn't mind a Javascript one...
#37
07/31/2009 (2:12 pm)
Will this cause a change in Torque for the iPhone? Or will the current and near future upgrades be supported? I was planning on buying TiPhone when I get my next royalty check. I would hate to invest in iPhone only to need to re-invest in the near future when T2D is released.
#38
07/31/2009 (2:29 pm)
among all the things said, i'd also love to see a make over of the Particle Engine editor... i'd love to see something like this

http://www.astralax.com/projects/particles

but i know its a lotta work to do... maybe in a later revision of the engine?...

anyway, im SO into getting this when released... just, PLEASE, if not Free for TGB Pro licensees, at least make it "very cheap" (money is tight this days for me).
#39
07/31/2009 (3:04 pm)
@Tyler, i dont think that script layer is alot of work, you have the console and the functions and variables are not strings? so you can choose scripting languages as plugins, so you need to know is wich script function call wich c++ function, maybe the community can help with some traductions of script languages...
#40
07/31/2009 (4:40 pm)
Official support for Lua, Python, and/or Ruby would be awesome. I'd think that would attract a lot of developers in who are just too lazy/unwilling to learn TorqueScript.

It's not a true "scripting layer" as much as it is a bridge, but I and a handful of others have been using Lua in conjunction with Torquescript ;)