Game Development Community

Torque 2D Development - Editor Design

by Deborah M. Fike · 08/24/2009 (8:14 pm) · 27 comments

static.garagegames.com/static/pg/blogs/jason-hetu/Torque-2D_Development-Blog-Header.png

In our last Torque 2D development blog, we talked about how integrating with the Torque 3D codebase will offer some solid wins for our 2D engine. Although developers value things like stability and a smaller engine footprint, what really gets people excited is sharing capabilities and editors across the two engines. So here's a sneak peek on how integration efforts are affecting editor design between Torque 3D and Torque 2D.

Like integrating the two engine codebases, we had a few objectives in mind. First, we wanted there to be cross sharing between editors where applicable, so we can maintain one codebase and get a lot of cool editor wins in terms of bug fixes and features. Second, we wanted to keep things separate enough so that we could create 2D or 3D specific editors and not have to worry about maintaining one monster codebase that tried to "do it all." In the end, we designed something like this:


static.garagegames.com/static/pg/blogs/deborah-marshall/T2DT3DEditors.jpg


If you're experiencing déjà vu from the last chart, then you're on the right track! Some 2D and 3D editors may be written on different code, but they are designed to be familiar so you can utilize common knowledge between the two engines. If you're a Torque 3D owner and jump onto Torque 2D, you'll no doubt enjoy using the new editor setup. It offers a cleaner, more intuitive workflow with a similar look and feel of what you've grown familiar with. And for those people who want to start with Torque 2D, moving up to Torque 3D won't feel alien to you. Double win for both user bases.

But familiarity between editors is only part of the story. We're performing a ground-up development of the editor so that it not only brings it more inline with the Torque 3D editor look 'n' feel, but also builds upon the solid editor experience you've had with the original Torque Game Builder. Flexible design has been the key practice employed while working on the editors. Better asset support, less micro-management of the scene, and larger scaled project development are just a few areas that are receiving strict attention from our editor team. Streamlining the workflow will make it easier to create both large and small projects with the revamped editors.

So from out in the community, I can hear the voices now:

"C'mon, woman! What specific editors are we going to see in Torque 2D?"

Patience, young developer. We'll get to that in time, once we get closer to a solid alpha state. But I will leave you with one not-so-small hint:


static.garagegames.com/static/pg/blogs/deborah-marshall/Torque-3D_toolbox.jpg


This is post #4.

Torque 2D development blogs:


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#1
08/24/2009 (8:47 pm)
When I first started using the Torque Toolbox I was quite taken back by how useful it is. It is now something I work with pretty closely for my Torque 3D dev work and I am going to love using it for Torque 2D as well.

Good news Deb!
#2
08/24/2009 (9:19 pm)
Double win indeed! I may never get past the middle 3D 3D/2D 2D but its great to know the same friendly design is going to be available across the board. Great design work GG!
#3
08/24/2009 (10:46 pm)
Haven't seen much but damn I can't wait for this.
#4
08/24/2009 (11:13 pm)
Arg. More with the teasing. I just want to buy it.
#5
08/25/2009 (12:12 am)
I'm drooling over the thought of sweet, sweet animated GUIs over my next 3D game.

Is there any way that some people *hint hint wink wink* could become extra-early alpha adopters?
#6
08/25/2009 (4:11 am)
Is it even possible to vaguely hint about a timeframe for when 2D will be ready to ship. So much teasing :)
#7
08/25/2009 (5:03 am)
what we not that demo in T3d beta5?
#8
08/25/2009 (9:44 am)
I want a pre-EA licence. A time-travelling licence?
#9
08/25/2009 (10:31 am)
Exciting stuff for sure! Saving my pennies by resisting the T3D urge... Must... not... buy...
#10
08/25/2009 (11:31 am)
Looks good although can I make a suggestion? If you are going to have the Torque Toolbox be the front end for both T2D and T3D, how about make it a login program that you can sign into, download the programs for the licenses you own etc and make it the Hub of everything that is related to Torque engines. Then when you go to start a game, you choose, T2D/T3D, ok what platform, PC etc.... Then you could also have links on the front to take you to a project already started...
Just my 2 cents if you haven't thought about doing that already.
Keep up the great work!
#11
08/25/2009 (1:42 pm)
I like Stephen's suggestions. To expand on Stephen's idea, how about have support for project management, source control, team discussions, etc. A central place to collaborate with your team! I like to work away from home and some of my team members are in different cities, having these functionalities built in to Torque would be awesome.
#12
08/25/2009 (1:59 pm)
To address a few concerns:

1. We've pretty much axed the "early adopter" program in favor of a beta program, much like we did for Torque 3D. Rest assured that we will do something similar once Torque 2D is in a solid state. Right now, there's still a lot of de-construction/re-construction going on with the engine that would not be useful to give to users.

2. You guys wouldn't want to give you a timeline and then not deliver, right? ^_^ Just as a reference point, we announced Torque 3D roughly 3 months before the beta program launched. In an ideal world, we'd like to do the same with Torque 2D, but will not release it into the wild unless it's ready to go.
#13
08/25/2009 (3:42 pm)
Send me an invoice, the check is filled out ;p

Can't blame us for being excited and wanting this RIGHT NOW but I can wait for the completed product instead of getting a buggy version. Keep up the good work guys and gals.
#14
08/25/2009 (7:12 pm)
@Johnny Vo - Good idea, however I think there are already a lot of great tools to do that with. So maybe instead of coming up with their own, they should provide the hooks to tie into any service.
#15
08/26/2009 (3:20 pm)
Guys, take your time. Whatever it takes to get a product which is bug free, and works well.

Till then, I'll pass the time messing around with the 'not as bug free' and 'not working so well' tx2d.

But, if the next one is going to work as 'promised', then I'll put a blank cheque in the mail... write whatever number you wish, and I will pay it.
#16
08/26/2009 (8:25 pm)
Quote:@Johnny Vo - Good idea, however I think there are already a lot of great tools to do that with. So maybe instead of coming up with their own, they should provide the hooks to tie into any service.

The Toolbox currently allows you to add "Quick Links" which basically are buttons that call applictions, files, and scripts... so from within the Toolbox you can call out to whatever you want.
#17
08/28/2009 (10:05 am)
This looks great, but please for the love of God tell me you've made the Gui Editor more user friendly! I love the normal scene editor of TGB, but the Gui Editor gives me chills. I just want to be able to drop Gui Controls on to a normal scene (or a new scene) the same as I do for any other scene object and give them a name and set some background and mouse over images, etc. It shouldn't be a separate process like it is now and I shouldn't have to go into the code to push and pop gui's if I don't need a multi-layer gui. I also shouldn't have to create gui 'profiles' just to change the font of a textbox or add some images and backgrounds to the dialogs... it should just be an option when I'm creating the gui control.
#18
08/29/2009 (6:00 am)
Bruno, that is a terrible idea. There is a *massive* difference between a Level and a GUI - *massive*. There is no way on earth that t2dSceneGraph will or should support GuiControls.
#19
08/29/2009 (4:55 pm)
Phillip? What are you talking about? Many of us use a separate scenegraph for our GUIs whether you say we should or not. The GUI editor needs real work, and I don't plan on using it until it's as simple to use as the normal editor, I will stick with using sprites and having the mouse functions make it GUI-like...
#20
08/29/2009 (6:29 pm)
Tyler, my comments were in response to Bruno's suggestion of being able to put GuiControls in the scene.
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