Game Development Community

Survival Strike moves to TGEA

by S2P · 03/31/2008 (12:17 pm) · 16 comments

Survival Strike was originally developed in TGE around about the 2 year mark now, but not released - this move was prompted by the fact that the guys at Garage Games have excelled themselves with the imminent release of TGEA 1.7 which is certainly a step up from the previous release and there has never been a better time to move over to, or buy TGEA now.

From what I can remember, I originally bought the Torque engine back in the days of version TGE 1.1 as a way of developing a prototype and learning the Torque Engine, but never really used it to create a full game until release 1.4 - I wanted it to mature a little more.

I'm now looking to port everything over to TGEA within the next 60 days, along with the addition of creating new character models for the game that will take advantage of the graphics capabilities the engine can bring. Visit our main website (which is also due for a revamp) to see what other games we have produced on Flash, and future releases coming our www.something2play.com

Original TGE screenshot; Of Dropship and Drop pods.

server2.uploadit.org/files/julesr-dropship2.jpg

#1
03/31/2008 (12:51 pm)
Looks great, I started on TGE and got early adopter TGEA and never looked back, im sure you love it.

Henry
#2
03/31/2008 (1:06 pm)
Henry - thanks. What originally put me off going to TGEA straight away was that it looked so much more complicated, but once you know TGE it's like buying a new car - the same in theory, much faster with injection and smooth :) - best move I've made this year, although I was very tempted to release on TGE but know it will be better with quality shaders etc.

I also found that I had to limit myself on the number of objects in TGE on the largest parts of the game, missions and lighting would take forever to load up, even reducing the textures down did help but not significantly, so the frame rate will definately help in TGEA 1.7

I'll post some screenshots when I've moved some of it over :)
#3
03/31/2008 (3:01 pm)
Nice screen Julian! Can't wait to see more :)
#4
03/31/2008 (3:49 pm)
Thanks Brett - I'm looking forward to releasing this game. It feels like years, more than two since I started on this project as a self funded + part investment backed Indie, and now I'm more determined than ever to get this game out there! I've had some great help early on in developing the prototype on TGE, and now I'm ready to take that leap and port it over to TGEA. I'm sure I'll be knocking on your door if I need any help :) Stay tuned for more screenshots.
#5
03/31/2008 (3:50 pm)
In TGEA thats gonna be sweet.
#6
04/01/2008 (2:10 am)
imho. not realy sure about immediade move to TGEA, when just a few days before game is released... cause you will need to improve a lot of art. i think its better to make new game with new specs, after releasing first one.
#7
04/01/2008 (2:18 am)
We'll be working on the art Maxim. I have a team of artists ready to work on what needs to be changed or added which is not a great deal. Most of the artwork I have is TGEA ready they just need to be converted to the right format.
#8
04/01/2008 (2:22 am)
Also we have a better chance of cornering the gamer that prefers the quality graphics in a game, will be the difference of gaining a sale or losing a sale. Especially for a tactical FPS.
#9
04/01/2008 (2:43 am)
TGEA is awsome. Performance is remarkable. 100 bots onscreen all with shadows and a specular/normalmap on a GeForce 6600 that runs hot because it has a fan taped to it. 10 fps. :) not bad at all.
#10
04/01/2008 (4:26 am)
ok, i got it.... so, it's time to move my skills to the next stage... it seems hipoly are welcome here..
and I will need to check out demo of tgea 1.7 as i am thinking move to the Unity 3d engine..

anyway,wish you luck and bigger budget...
#11
04/01/2008 (4:35 am)
It doesn't always need to be about hi-poly as you still need to account for how many objects you have in a mission, with the dropship it's a spaceship that looks like a freighter so you don't need that perfect curved edge. But texturing and shading are important, although I'd imagine the texture on the dropship would look more defined in the game on TGEA than it does on TGE.
#12
04/01/2008 (5:00 am)
yes, agreed fully...
as for hi-poly - i mean hi-poly modeling for advanced texture genereration...
workflow for such things will takes more time....
#13
04/01/2008 (7:11 am)
A very cool move!
I bet the game will look great if you use TGEA correctly.
Since I got TGEA I don't do without it anymore. So it seems you will be having 2 busy months!
If you need me to make Next-Gen maps(Normal/Specular) and material scripts for my work, I could do it in no time ;).
I wish you good luck.
#14
04/01/2008 (3:55 pm)
Florian, I've been trying to contact you via MSN. Yes, would be good for them to be moved over to TGEA, I did a quick and dirty move to TGEA difs, but they don't come out right. I'm not sure if it's down to the conversion process, but will try again. Might even fix that 2 way window problem :)
#15
04/01/2008 (3:56 pm)
fireVein - Nice :) I think I had 10 bots on TGE and that was enough to keep you busy especially with accurate seek and destroy. lol
#16
04/01/2008 (5:13 pm)
I like spaceships.