Torque 2D Development - Expectations
by Michael Perry · 07/30/2009 (5:04 pm) · 76 comments

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:
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.
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.
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.

We were very happy to see how Torque Game Builder stood up:
The Perfect Engine Features vs Torque Game Builder

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

*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:
- Post #1 - Torque 2D Development - Real-Time Networking
- Post #2 - Expectations
- Post #3 - Coming Soon!
About the author
Documentation Engineer for Torque
#2
When you ask:
I'm still working nearly everyday with Director, and it's still very powerful, efficient, and very pleasant to use. And its documentation is very good.
Nicolas Buquet
www.buquet-net.com/cv/
07/30/2009 (5:17 pm)
Glad to see such an enthusiasm and hopes about Torque 2D.When you ask:
Quote:After all, has Flash ever had serious competition from a 2D game engine that can produce games embedded in a browser?the answer is Yes : the previous multimedia engine from the same company (Macromedia at this time) : Director, that is still capable of really good 2D animation and interactivity, deployable on web, can handle some poor 3D, and handles for years real time networking with a server or in peer-to-peer mode.
I'm still working nearly everyday with Director, and it's still very powerful, efficient, and very pleasant to use. And its documentation is very good.
Nicolas Buquet
www.buquet-net.com/cv/
#3
07/30/2009 (5:21 pm)
Very cool blog, Mich.
#4
Pro:
*Decent for downloadable games
*The support for Flash is nice
*Decent game library
Cons:
*Poor penetration for Web Games
*$999 price tag
*Shockwave3D is not the best 3D rendering tech
*Not 100% dedicated to game development
*Interface is very different from a traditional game engine, which could alienate users from that area of expertise
Artists and existing Flash devs will probably find Director to be a very appealing. We want to make Torque 2D just as enticing.
edit - Fixed a few facts, looking at wrong powerpoint.
07/30/2009 (5:33 pm)
@Nicolas - Good point about Director. It was also mentioned during David's CC talk. I took away the following main points, since I have never used Director.Pro:
*Decent for downloadable games
*The support for Flash is nice
*Decent game library
Cons:
*Poor penetration for Web Games
*$999 price tag
*Shockwave3D is not the best 3D rendering tech
*Not 100% dedicated to game development
*Interface is very different from a traditional game engine, which could alienate users from that area of expertise
Artists and existing Flash devs will probably find Director to be a very appealing. We want to make Torque 2D just as enticing.
edit - Fixed a few facts, looking at wrong powerpoint.
#5
07/30/2009 (5:54 pm)
Very nice. It looks like my loyalty and expertise are about to be rewarded with a sweet new engine.
#6
Though it's sort of strange... You didn't want to compete with the high-end AAA engines out there like unreal, but you want to compete with Flash? Pretty strange...
07/30/2009 (5:58 pm)
So you are going to put IA technology in T2D? Sounds pretty good!Though it's sort of strange... You didn't want to compete with the high-end AAA engines out there like unreal, but you want to compete with Flash? Pretty strange...
#7
07/30/2009 (6:26 pm)
Very sweet times ahead I see :)
#8
I was glad to hear that you guys are seriously considering it, Torque2D with web publishing would be near unstoppable.
07/30/2009 (6:26 pm)
Personally I would put the ability to publish web games before full real-time networking. What makes flash and java so successful isn't their ease of use or features, it's that the end user doesn't have to download anything extra or take any risk in installing some unknown program on their computer. Even I rarely take the time to play a free casual game if I have to download and install it.I was glad to hear that you guys are seriously considering it, Torque2D with web publishing would be near unstoppable.
#9
07/30/2009 (6:27 pm)
@Tyler, Flash is a $700 product, Unreal is a $1,000,000 product. Why is it strange that they would try to compete with one and not the other?
#10
07/30/2009 (6:29 pm)
@Tyler - No, we are not putting IA tech into Torque 2D. I'm not sure if we ever talked about Torque 2D competing with Unreal, but this is a completely different ballgame. You will be able to use Torque 2D to compete with major titles on the web, PC, and consoles.
#11
But Director is more than a game development, you're right. It's more an IDE.
The way the interface is laid out is very clear (flat structure), far more efficient to use than flash (that hides all its assets in deep nested structure, difficult to access with the flash interface).
I think there's a lot of very good things to take from Director about its interface and its paradigm.
I hope Torque 2D will be as pleasant to use as Director.
Nicolas Buquet
www.buquet-net.com/cv/
07/30/2009 (7:45 pm)
@Michael about Director, Director has quite a good user base for web game (around 60% installation, far from the 90%+ of flash).But Director is more than a game development, you're right. It's more an IDE.
The way the interface is laid out is very clear (flat structure), far more efficient to use than flash (that hides all its assets in deep nested structure, difficult to access with the flash interface).
I think there's a lot of very good things to take from Director about its interface and its paradigm.
I hope Torque 2D will be as pleasant to use as Director.
Nicolas Buquet
www.buquet-net.com/cv/
#12
here's my motivation,
I am very interested in a more advanced gui/hud for t3d and would be willing to pay an additional license on top of t3d and t2d if this is possible
07/30/2009 (8:06 pm)
what of the talk of merging T3d and T2d in the Casual Connect video blog?here's my motivation,
I am very interested in a more advanced gui/hud for t3d and would be willing to pay an additional license on top of t3d and t2d if this is possible
#14
07/30/2009 (8:52 pm)
@Haru - We have merged the Torque 2D and Torque 3D into the same code base. The two engine are sharing similar core systems, but we are not merging them into some kind of combined super engine.
#15
07/30/2009 (9:42 pm)
When you say core systems, what does that mean? Networking? Rendering? Scripting?
#16
Getting back to T2D, congratulation to GG team for the vision of the future of 2G games. My two requests are (I had 3 but one is already in development "Networking") I hope to be able to change the pivot point position and to have plenty of examples which means updated documentation!!!
Keep the nice work you are doing
07/30/2009 (9:45 pm)
I am really glad about Torque 2D new plans. So far, I have been working with Director for making 2D games. I have to be honest, I love Director , it is very clean, as Nicolas said, and easy to use. The big problem Director has is Adobe. I think they did not realize the powerful tool they had and focused 100% on Flash. Getting back to T2D, congratulation to GG team for the vision of the future of 2G games. My two requests are (I had 3 but one is already in development "Networking") I hope to be able to change the pivot point position and to have plenty of examples which means updated documentation!!!
Keep the nice work you are doing
#17
@Costados - I have definitely heard good things about Director, since interface is a lot more friendly than standard Flash tools. The most apparent feature Torque 2D has over either is a dedicated game engine interface. As everyone knows by now, you can use the builder to construct your entire level and assign game play visually (via behaviors). Traditional game developers are just going to have an easier time working with Torque 2D.
Yes, updated documentation is a main priority.
07/30/2009 (10:00 pm)
@Tyler - Scripting, game object hierarchy, some rendering. We'll get into the rest later.@Costados - I have definitely heard good things about Director, since interface is a lot more friendly than standard Flash tools. The most apparent feature Torque 2D has over either is a dedicated game engine interface. As everyone knows by now, you can use the builder to construct your entire level and assign game play visually (via behaviors). Traditional game developers are just going to have an easier time working with Torque 2D.
Yes, updated documentation is a main priority.
#18
web publishing will be a great feature.
but i dont understand, will be: TGB + TGA = Torque 2D ?
07/30/2009 (10:18 pm)
Ill like to see an isometric kit, and that you can use standard DTS models with animations, but with the simplicity of TGB and only 2 dimensions. So the idea is that you can use dts players and not only sprite based players...web publishing will be a great feature.
but i dont understand, will be: TGB + TGA = Torque 2D ?
#19
07/30/2009 (11:01 pm)
No. It will be more like the original TGB codebase that could be added to TGE's project and compile so that you can access both scenegraph methods. Which is a whole lot of awesome.
#20
I do love the way T2D and T3D are headed.
07/30/2009 (11:01 pm)
Great news Michael. Hey on the note of documentation, the ONE thing I would like to see most for any engine, is a non-trivial sample game being made that requires scripting and C++ engine changes. (If most non-trivial games made with T2D will require C++ changes for optimization). Of course for a sample game being made I would love to see some discussion about why certain decisions were being made, so that I could then go create a game and have an idea about what code changes belong where, if I am going to work well with the engine.I do love the way T2D and T3D are headed.
Torque Owner Tom Cassiotis