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The Deep End

by Ian Tornay · 10/21/2010 (12:56 am) · 11 comments

It's been a few weeks since I first embarked on my quest to become a game-maker using Torque. While juggling my responsibilities for InstantAction, Instant Jam and Torque at large I've been hitting the documentation. Without too much spare time I'm not progressing at light speed, but I am moving along steadily, hopefully emblematic of some of your first experiences with Torque or game making.

I am feeling good about my self to some degree, though, as I've managed to make my first "Torque joke" which, as we all know from watching Dr Who relate light-speed mechanics to skeptical scientists via jokes on the subject, implies that I have at least a tenuous grasp! You may have heard about the misfortune to befall the offices of TorquePowered wherein a pipe burst in a ceiling, filling it with rancid water before eventually causing it to collapse, soaking everything beneath it. Knowing that sympathy was in order I sent the following to Mich Perry:

"Looks like you guys didn't set the collision map for the 'putrid pipe water' paticle effect right"

Having recently completed the particle effects tutorial in TGB I'm no longer so certain that particle effects have collision maps, but I feel like I should get half credit or an "A" for effort! I definitely feel like I'm making progress.

In learning more about Torque I've also had a few epiphanies about game design and structure. Being a life-long gamer and in the industry for almost three years I feel like I've got a better idea about the work and specifics than a total layman, but appreciate that my understanding is the tip of a gigantic and evolving iceberg; I won't try to "tight up the graphics on level three" but I can't begin to imagine what goes into AI or procedural generation. Actually working with a tool like Torque has honed some of this understanding.

While working with the scroller tutorial I began to understand what made some of my favorite 8 and 16-bit video game cutscenes (Sonic 3, Ninja Gaiden, Gunstar Heroes, etc.) feel so full of movement, depth and space. Working with particles impressed upon me how delicate and subtle making a believable and elegant explosion might be. Above all, though, it's wonderfully inspiring. While playing with the tools I reflect on where I may have seen their use or something similar in another game, how the mechanic may have evolved over time and how I might iterate on it in my own designs. This sometimes feeds upon itself as I come to new appreciations for games and designers while being inspired. At the same time, the true amount and scope of the worked involved in making a game, let alone an indie project, yawns wider and deeper before me with each passing lesson. At the very least I will come away from my effort with an even deeper and more profound respect for those that dedicate themselves to what might seem like an insane and fathomless amount of work. I also am beginning to appreciate, however, how driving the thrills of creating something so potentially subtle and fun would be.

I've also been jotting down the little bolts of ideas that I've been getting for when I do embark on making my own game. I've been trying to reflect on what I've been learning while putting myself in the mindset of a developer and I've found that I've been thinking about and appreciating games differently which I think has lead to some new ideas I haven't considered.

Something that I thought might be interesting is creating a platformer (maybe a puzzle-platformer) that riffs on the boss fight with The Sorrow in Metal Gear Solid 3: Snake Eater. For those that haven't played it, the boss fight consists of wading up a river filled with the souls of all the enemies you've killed up to that point. If you've been stealthy and non-violent, it's a cakewalk, but if you've been going guns blazing it can be almost impassable. The idea, to some degree, is to make players regret (feel sorrowful) for the people they've killed and hurt.

In rough sketches, I was imaging a platformer where a player would try to avoid squishing enemies or go out of their way for a non-violent path to avoid the negative repercussions of dealing with the ghosts of their fallen enemies. I'm not sure what the repercussions would be, but in playing with Object Mounting in Torque I imagined the ghostly souls of 100 dead Koopa-Troopas slowly chasing Mario across a level as he tried to navigate terrain that worsened and warped around his regrets.

Now that I'm reading it back to myself it sounds a little dark (Emo Torque!), but I still thinks it's cool that something as simple as a mounting tutorial could be inspiring. Before I get anywhere, though, I have to wrap up these TGB tutorials!

About the author

InstantAction Community Manager Life-Long Gamer

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#1
10/21/2010 (2:29 am)
Happy to see that you're holding on to the most important part of game programming: enjoying yourself while learning new things. <3

Keep up the work - professional development or not, it's fun if you've got the mindset for it. :3
#2
10/21/2010 (3:05 am)
Quote:
At the same time, the true amount and scope of the worked involved in making a game, let alone an indie project, yawns wider and deeper before me with each passing lesson.

I think that the trick is not to think about that too much! ;)

Quote:
go out of their way for a non-violent path to avoid the negative repercussions of dealing with the ghosts of their fallen enemies.

I've heard the "haunting" idea brought up before (in comments on an article on gamasutra) as a way of trying to steer a player's freedom of interaction away from violence. I always think that the problem with such a thing would be that it's very "showy". I'd like to see the spectacle of 100 Koopa ghosts chasing me! But I'm for all giving the player an alternative to a strictly combative game experience.
#3
10/21/2010 (2:37 pm)
Excellent progress update! I've been enjoying the one liners you send me when mastering the tutorials.

Quote:"Looks like you guys didn't set the collision map for the 'putrid pipe water' particle effect right"

At first I was like =(. Then I was like =/. Then I was like =)

You're probably the only person in the company that could make a joke about our Torque office being destroyed and not piss me off. Putting a Torque spin on it helped.

When you get past some of the scripting tutorials, I'll add you to our Game Developer group on Facebook =)
#4
10/21/2010 (9:28 pm)
I've always spent more time on the tech and implementation side of games, but I have had the fortunate opportunity to work on several games from more of the production side.

Here are a few nuggets of wisdom that I've clung to over the years.

1) A game looks like s**t until it looks awesome. ( there is a huge tipping point at which point a demo becomes a game 0
2) What you think is fun may not be fun...playtest with others often and early
3) Don't underestimate the "duh" factor. Making something simple and intuitive is easily over engineered.

Dexter, our resident AAA exec producer is a big fan of development of a vertical slice. The idea is that you build 5% of your game at the 100% gold standard. Once you've done that, the other 95% can be built without being burdened by the constraints imposed on building the first 5%.

I'm sure there are others reading this that have better advice to offer Ian...speak up!
#5
10/22/2010 (3:22 am)
At your skill level it looks like you are diving into the "too deep" end of development. I would take a hard look at the FREE Unity3D engine. I am a source is power guy and I love the GG family of engines (I have worked with most of them from initial launch or shortly thereafter), but if you want something cheap and easier to learn, with really no down side, look at Unity3D. It honestly has a better community and a smaller learning curve. GG hasn't "gotten" it yet or else their licensing models would change much more drastically and they would offer better tools ( for less technically oriented devs like artists) for the money they charge. I have edited this a couple of times to be fair to both companies. I will say this.... You will hate Torque engines for what you 'have' to change to get what you expect a given object to do, and you will hate Unity3D for what you can't change because you don't have the source code. In any event, good luck to you.
#6
10/22/2010 (2:08 pm)
Let's not curtail this into a debate on the merits of one license model over another. Plus he is gaining experience with our 2D toolset as a community manager here. He's an awesome community manager (has been with IA for a while now) and is digging into T2D as well. Sorry if you were confused on that point, JPaxson.
#7
10/23/2010 (1:55 am)
I am not confused at all. I didn't know he is a community manager here, but in any case my advice is sound. I'm not trying to hijack the thread and I love GG family of engines as I stated and have worked with them since 2002. Just trying to give good advice to a fellow developer. Sorry if you were confused on that point David Montgomery-Blake.
#8
10/23/2010 (1:20 pm)
As it's reasonable to expect that an employee would have some knowledge of the products the community has chosen to work with - is Ian going to branch out into T3D after wrapping up his whirlwind 2D development?

Or is it straight to the iTech where all the cool kids hang out?

And what does a Community Manager actually do?
#9
10/23/2010 (11:24 pm)
We handle a number of duties, but traditionally for development companies, community managers are relay points to let management and the development teams know what is happening in the community since the community moves pretty fast and sitting on the forum reading 24/7 will eat up their time since not all of it is relevant to every position in the organization. We can get the information to the right people who need to see it.

EDIT:
Ian's been a community manager on the IA side for a long while and has done a great job there. It's extremely exciting to have him on the Torque side.
#10
10/24/2010 (12:31 am)
And there I was thinking that you just enacted the mighty banhammer on spammer's threads. ;)
#11
11/11/2010 (1:31 pm)
While looking for the elusive "non-violent path" of game play I ended up buying 3D Action Adventure Kit it has a price tag yet the character and camera controllers and animations options worth it...