Game Development Community

dev|Pro Game Development Curriculum

And so it begins...

by David Everhart · 11/23/2007 (5:27 pm) · 9 comments

When I was a kid , in the 6th grade, I was introduced to the commodore 64. My dad subscribed to a magazine called compute gazette, and I would spend hours typing in the code, and try to play. I learned to hate the term "Syntax Error "! This began a lifelong fascination with gaming for me.

Fast forward to my early twenties and a game came out that completely floored me. It was Blizzards Diablo. I was blown away by the dark theme, the action style of the game, the music, the graphics, and its rpg elements. Then its sequel came out later on called Diablo II , and then its expansion Lord of Destruction came out after that. I played the heck out of the whole series, and it left a big impression on me. I was in particular a huge fan of the necromancer class. I havent really seen a necromancer type class I liked since Diablo II. Every rpg I played after that was compared to those games. Most just didnt compare.

When hellgate london by Flagship Studios (The creators of the original Diablo) came out, I was pretty excited, thinking it might be the next Diablo II. I was dissapointed though, it shared some similarities, but not too much. I tried out the summoning class, and it was not quite what I expected. Their other offering was Mythos, and although I did not play it, the description of a light themed world, with a class based design didnt interest me much.

I began thinking about a gameworld I had been thinking of since my college days. I had various peices of information scattered around, and wondered to myself "How hard is it to create an isometric game like Diablo II , with a freeform skill based system?" Having been a developer for pretty much all my life, I naturally researched it, and came upon Managed Direct X.

My forays into that world were pretty daunting. Although I can read C# like a book, understanding all the aspects of Direct X, how everything tied in, and knowing what I write now, may change to the point that it requires a rewrite, made me look elsewhere. I came upon two engines, Torque X and Visual 3D.Net. Being new to the world of game development, I did some research, and have not yet fully decided as of yet, but I am leaning towards Torque X atm.

I realize I have a lot to learn, and am looking forward to creating my game "World Of Arillian" , an isometric viewable game ala Diablo II style with a 100% freeform skill based system (no classes here!). I have designed much of my gameworld on paper (and in MS Word!), and am still working on the combat mechanics and the like. Nonetheless, I have begun a new foray into the world of Torque X, and realize my ambitions will require a 3d engine. I am hoping they release torquex 3D soon, as I really like the 2d game builder. More to come as I get deeper into my game, but for now, since torque X does not support 3D, I am working on the GUI, which I hope will be transferrable! Until then...

#1
11/23/2007 (8:38 pm)
Why don't you use the Torque Game Builder? It supports 3D as demonstrated here:
tdn.garagegames.com/wiki/Torque_2D/T2D_3DShapes
#2
11/23/2007 (9:17 pm)
Heyas Johnathon!

I am using the 30 day trial that came with my license. I am using the Torque X Builder, I assume thats different from the Torque Game builder. It looks like though (after messing around in code), that the The object described in that link is there. Time for me to test it out! Thanks for the link :)
#3
11/24/2007 (5:23 am)
Get the Adventure Kit as well to get you started...
www.garagegames.com/products/90/
#4
11/24/2007 (9:05 am)
Does the adventure kit work with Torque X Builder? I didnt see anything referring to it.
#5
11/24/2007 (9:15 am)
Tom Spillman and crew are porting the Adventure Kit to TXB, I believe. But it is not working currently with TXB. Make sure to check out Dan Pascal's demo videos on the TX forums.
#6
11/24/2007 (9:40 am)
Thanks David!

I checked out the videos earlier, and it helped me to test out some character itemization techniques. It really seems what I am trying to do is a 2.5D game, a hybrid 2d world with 3d art assets. This would solve the character itemization issue. Looking through the source code so far though, it seems the T2DShape3D may not be implemented (I have not been successful in getting it to render just yet. )
#7
11/24/2007 (11:17 am)
David:
Torque X uses the same editor as Torque Game Builder, there a few differances, but for the most part they are the same. The major differance is one uses Torque Script and the other uses C# & XNA.

A 2.5D game can be done with TGB and I'm sure it can be done with Torque X. According to Stephen Zepp in a post over at Creators.Xna.com (post is HERE) Torque X can do 3D, it's just not fully exposed and documented. Marble Blast Ultra is a 3D game ported over to TorqueX.

The only thing to remember is that TorqueX uses XNA 1.0 Refresh and not 2.0, so you will have NO network support on the 360 and I think it's not available for Windows unless you write your own(correct me if I'm wrong). I havn't used TorqueGameBuilder long enough (couple days) so I don't know if it has the Torque Network Library included or not. I would assume it does.
#8
11/24/2007 (12:06 pm)
Ahh Johnathon. That is an EXCELLENT thread, (halfway through it now) and it mirrors my thoughts after trying to work in MDX (I am a framework junkie). I am targeting windows (I dont care for the 360) and am using the 1.0 refresh atm. As for network support, Ill hit that road when I get there, I am just glad to know that 2.5D type games are possible with Torque X. Thanks for the information Johnathon!
#9
09/03/2008 (9:16 am)
Until full 3d is available, I'd like to try doing some 2.5d techniques. Think Double Dragon. I'm mainly concerned with 2.5d platforms, pits, etc. Anbybody have ideas for handling collision?