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Derek Bronson's Blogs

Torque 3D 1.2 Now Available!

Torque 3D 1.2 is now available! Read all about what makes up Torque 3D 1.2 and the effort that went into it.

Author Derek Bronson Date 11/15/2011 (7:23 pm) Comment 212 comments

Torque 3D 1.2 - Art Packs Revealed

Welcome back to another Torque 3D 1.2 Friday. On the Torque 3D 1.2 front we have been pushing hard in all disciplines (art, code, docs, marketing and web) to get everything together for the release. In fact I am very happy to say that we are entering our polish week and there is a very good chance that my blog next week will be the release blog.

Author Derek Bronson Date 11/04/2011 (5:42 pm) Comment 28 comments

Torque 3D 1.2 - Preliminary Changelog

Welcome back to another Torque 3D 1.2 Friday. Last week I reveled pricing for the Torque 3D 1.2 update. This week we show off a preliminary changelog for 1.2. So tune in for some in depth Torque 3D goodness.

Author Derek Bronson Date 10/14/2011 (5:27 pm) Comment 37 comments

Torque 3D 1.2 - Pricing Revealed

This week I am revealing the pricing regarding the update to 1.2 as most of you have been pretty curious in your blog responses. We tried our best to deliver what we believe to be a no brainer price to upgrade to Torque 3D 1.2 and I truly feel that the prices we have come up with compared to the value being delivered lives up to that no brainer statement.

Author Derek Bronson Date 10/07/2011 (1:27 pm) Comment 306 comments

Torque 3D 1.2 - Additional Documentation

Last week I covered the team that was creating the tutorial and unveiled the Table of Contents and a WIP sample of the tutorial. This week I will be talking about some of the additional documentation as well as some of the web improvements we are planning on making.

Author Derek Bronson Date 09/30/2011 (5:07 pm) Comment 31 comments

Torque 3D 1.2 - Tutorial Revealed

It is Friday again, time for another Torque 3D 1.2 Update. Last week I went over some of the finer granularity of the 3rd/1st person split that we have made so far. I ended it with a small video showing off just a small taste of what our artists have been able to do with it so far. This week I will be giving a high level overview of the tutorial that we have been working on, covering a cradle to grave experience on creating a multiplayer FPS with Torque 3D.

Author Derek Bronson Date 09/23/2011 (4:22 pm) Comment 56 comments

Disembodied Arms, Part Deux

Welcome to another week of Torque 3D 1.2 goodness! Last week I showcased the rather large changes we have made to the player in Torque 3D 1.2. You can catch it here, but ultimately the goal was to put more power in the hands of artists to deliver more engaging experiences. This week I will dive further into the player work and discuss some of the smaller, yet still important, enhancements we have made.

Author Derek Bronson Date 09/16/2011 (6:00 pm) Comment 26 comments

Torque 3D 1.2 - Disembodied Arms

Another week, another Torque 3D 1.2 blog! Last week I showed off some of the objects we have created in Torque 3D 1.2 in my Turrets, Proximity Mines and Teleporters Oh My! blog. If you have not read it I would suggest you check it out, I am proud of what our developers and artists were able to achieve. This week I will be showing off one of the larger features that we have worked on for Torque 3D 1.2, a split between first person and 3rd person.

Author Derek Bronson Date 09/09/2011 (4:18 pm) Comment 28 comments

Turrets, Proximity Mines and Teleporters oh my!

Welcome back to another week of Torque 3D 1.2 goodness. After showing some sweet, sweet eye candy with Chinatown I wanted to jump into a couple of the new features that we have added to 1.2. Three of those things happened to be AI Turrets, Proximity Mines and Teleporters. To steal a line from Eric, not only do these features help teach some cool lessons in Torque, they are also just downright cool.

Author Derek Bronson Date 09/02/2011 (4:09 pm) Comment 25 comments

Torque 3D 1.2 - Chinatown

Welcome back to my blog series regarding Torque 3D 1.2. This week I am going to go over the new demo level we have been working on that will be part of release. My last blog ended with a screen shot teaser of the level we have been working on codenamed Chinatown. While still a work in progress I wanted to show off what we have, talk a bit about the team currently working on it and discuss its history a little bit.

Author Derek Bronson Date 08/26/2011 (1:09 pm) Comment 50 comments

Torque 3D 1.2 - Introduction

With everything going on around the office, it feels like 1.1 was released just yesterday. It has been one of the most vibrant times around the office that I can remember. When we sat down to plan out Torque 3D 1.2 we wanted something we could deliver in a shorter period of time compared to our past Torque 3D releases.

Author Derek Bronson Date 08/19/2011 (12:43 pm) Comment 42 comments

GarageGames Survey

I've seen a lot of posts lately about how people are anxiously awaiting information about our road map and we've been working hard over the past weeks on that very task. Building a strategy is hard and requires educated guess on our part. To help us make sure that our road map meets your needs, we decided to build a survey and gather the feedback directly from you

Author Derek Bronson Date 01/27/2011 (10:06 am) Comment 135 comments

Torque X 3.1.5 Released!

Torque X 3.1.5 is now available. If you already own a license to Torque X 2D or 3D check your account for Torque X. This releases addresses a lot of bugs and usability.

Author Derek Bronson Date 07/22/2010 (12:27 am) Comment 66 comments

Torque X 3.1.5 Beta Now Available!

Torque X 3.1.5 Beta is now available to owners of Torque X 3D and Torque X 2D. The beta features builds of both the 2D and 3D products.

Author Derek Bronson Date 06/23/2010 (6:32 pm) Comment 40 comments

Torque X Update

Information on the current state of Torque X. Including what we are working on, timelines and what is in store for the future.

Author Derek Bronson Date 06/01/2010 (11:12 am) Comment 48 comments

Calling All Artists, Torque and Unearthly Challenge

We here at GarageGames understand that art can make the difference between a mediocre game and a great one. Therefore GarageGames is happy to announce that they are proud sponsors of the Unearthly Challenge 2009 contest put on by the awesome folks that run GameArtisans.org.

Author Derek Bronson Date 10/13/2009 (3:20 pm) Comment 27 comments

Digital Shock Contract Art Available Through GG Dev Store

The 2D & 3D Contract Art page makes it easy to get a custom quote from Digital Shock to meet your game's art needs. Find out who's running Digital Shock and how they can help you complete your game on time and on budget.

Author Derek Bronson Date 06/17/2009 (5:20 pm) Comment 33 comments

Front Line Winners Unite! FMOD now available for Torque Users

It's been awhile since I posted a blog, but with news like this I simply had to say something. FMOD, the Front Line Audio Tool of the Year, is now available for purchase in the Developer Store for only $100.

Author Derek Bronson Date 02/25/2009 (11:06 pm) Comment 18 comments

3rd Party Product Update - November 2008

Time for another monthly update on all your favorite 3rd party products. October was a busy month for me as I took a week off for my honeymoon. I also got some new products from some new community me...

Author Derek Bronson Date 11/05/2008 (3:51 pm) Comment 5 comments

3rd Party Product Update - August 2008

For those of you who haven't had the pleasure of meeting me, I manage all the 3rd party products you see on the [url=/developer/torque/contentpacks/]Content Packs[/url] and [url=/makegames/]Developer ...

Author Derek Bronson Date 08/11/2008 (5:11 pm) Comment 7 comments

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