Game Development Community

Blood, Sweat and Code

Made it through the first phase of beta, from 10/16 to 10/31. Phase 1 consisted of a pumpkin hunt where collected pumpkins were redeemable for costume part masks, and scarecrow demon spawns were placed at chokepoints on all the maps. The scarecrows had their own set of masks which awarded randomly. And now working on phase 2.

Author Netwyrm Date 11/09/2015 (5:13 pm) Comment 4 comments

Enduring Life Inventory devblog

In Todays dev blog we will be showing off Enduring lifes inventory screen and system. A 6000 line beast written in TorqueScript complete with graphical user interface and Grid logic.

Author Jonas Date 11/07/2015 (4:46 am) Comment 0 comments

Status of Garage Games.

I was wondering the current status off GG. Most of my friends say Garage Games has went down the drains. They say it used to better when they paid for GG engine upgrades.

Author Morrie Date 11/03/2015 (7:54 am) Comment 11 comments

Torque 2D MIT: New Committee and Next Steps

Greetings everyone! Long time, no blog. I'll keep it short and sweet. Torque 2D MIT has been at a standstill for a few months now. For anyone who follows the GitHub feed, you may have noticed a recently flood of fixes and pull requests. I was recently contacted by Peter Robinson, who wishes to take over the engine, rebuild the committee, and push T2D to the next level.

Author Michael Perry Date 11/02/2015 (1:37 pm) Comment 11 comments

Announcing Enduring Lifes website

Today we reached a big milestone in our game, Enduring Lifes development, we launched our official website! Although we have a ton of development behind us we do have some ways to go still before release and for that time it is our hope that you want to follow us along as we inch closer to our goal.

Author Jonas Date 10/30/2015 (1:21 pm) Comment 3 comments

Uebergame now available on Steam

Finally I found some time to get the steam release ready, you can download and play Uebergame now through Steam.

Author Duion Date 10/27/2015 (10:05 am) Comment 12 comments

Checking in, telling a story.

As I said in a previous blog, the biggest reason, and in-fact the only reason i quit the scene a decade ago, was because myself and my partner in crime had invested a fair bit of time in development and planning, concepts and proofs, all over the course of a year and a bit. We had to do most of this part time, and had many late-night sessions dev sessions.

Author Luke Jones Date 10/13/2015 (8:56 pm) Comment 10 comments

Torque 3D 3.8 Released!

Torque 3D 3.8 is officially launched! This blog post covers information about the new release, as well as the plan for 3.9.

Author Jeff Raab Date 10/06/2015 (4:05 pm) Comment 7 comments

Crunch Harder or Die

Decided it was time to post an update about work on WOA. Planning to do three short betas over this quarter at this point, although still far from done.

Author Netwyrm Date 09/29/2015 (9:00 am) Comment 4 comments

Fading Objects in T2D

When I started using T2D nearly a decade ago, one of the first things I did was add some script functions to SceneObjects to change their blendColor over time. I've now built those functions into the engine and I'm releasing them to the world!

Author Peter Robinson Date 09/23/2015 (2:19 pm) Comment 0 comments