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October Update

by Eric Preisz · 10/30/2010 (12:53 am) · 107 comments



It’s been about a month since I posted a blog, so we all agreed that I would take some time to post this blog instead of our normal monthly product update in the forums. We are a heads down right now focusing on Windows Phone 7, so writing one big update will free up the others to keep things rolling. So instead of blogging on a single big topic, I’m going to cover a lot of smaller developments.


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Torque 3D Binary



We developed the business case for our binary offering a little over a year ago. At the time, the idea of updating a binary with the final release seemed reasonable. One of the assumptions that was made at the time was that a final 1.1 would be available sooner rather than later. Well, the final release hasn’t happened. One reason that 1.1 final hasn’t arrived is that we have increased the bar for what we consider final. We introduced beta 3, and from what we are hearing from you, we are indeed approaching a higher bar of quality. The numbers of bugs we are now finding and recording are significantly less than the time after our beta 2 release. And while the pro users have benefited from the quality improvement, the binary users sat patiently waiting for 1.1 so that they can get their hands on the fixes and performance increases.

We decided that the binary users have been waiting too long and since beta 3 is such a quality and performance improvement over the 1.0 binary, we came to the realization that it’s only right for us to change our stated policy and give the binary users a binary version of 1.1 beta 3. Your 1.0 and 1.1 beta 3 versions are now available in your account.








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Web Site Updates


We are continuing to work on our web-site. Right now we are in the middle of big update of our payment processing system in order to accommodate the tax laws both in the US and overseas. I would rather be spending our time on features for our community, but this work is part of doing business correctly.

During this update, we’ve been adding some small features to the site and we are continuing to fix bugs the best we can. Two improvements we are working on include Studio Profiles which gives you a place to promote your studio on our site; if this is a popular feature, we will continue to increase the functionality. In addition to the Studio Profile, Resource Filters simplify searching for resources by engine type.



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Game Distribution


There are two big challenges a game developer faces. The first is finishing a game; the second, and often overlooked challenge, is distributing your game. These days, it’s hard for you to get your game noticed. Web-distribution is one avenue for bringing your game to the people. We currently have a web-based plug-in for Torque 3D that many of you are using. In addition to that implementation, our company has been working for years on a high-end distribution system. We aren’t ready to make that system available to the masses in the near term, so I’ve been given the company “OK” to start working with third parties who are also developing similar technologies. What this means to you is that we are working towards partnerships so that we can integrate these technologies into our products so that you can more easily take advantage of their offerings. We have started working on a Torque 2D 1.7.6 that will hopefully make it easier for you to distribute your games via the web. More to follow later in blog dedicated to the topic.

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TorqueX


GS 3.1 is entering into the sun setting phase and from what we’ve read in public forums, it appears as though games that are submitted using GS 3.1 will be rejected three months after GS Connect 4.0 is released , That means we have x+90 days of 3.1 publishing with x being the number of days until GS Connect 4.0 final release. That put us and our TorqueX developers working towards XBLIG in a bit of a pickle.

To further complicate issues, as you know, we are working on a new XNA based engine that we feel is significant architectural improvement over that of TorqueX. The focus for our initial release is for Windows Phone 7; however, I can tell you that we’ve done XBox tests on our Windows Phone 7 code and it runs on the Xbox 360. This doesn’t guarantee that the Windows Phone 7 code will run on the Xbox 360 at launch; but at a minimum it’s foreseeable that it won’t be far from running on the Xbox 360.
So how are we reacting to this news?

Frankly, we haven’t decided. We are measuring a couple of factors before we make a final decision. Those being:
1) The date of the release of GS 4.0 Connect
2) The state of our Windows Phone 7 Engine at that time
3) The market demand for XBLIG publishing with TorqueX 3.1.5

Here’s what we do know:
1) TorqueX users are allowed to upgrade to 4.0 themselves and publish on any XNA platform ( including the phone)
2) We are dropping our price of TorqueX 3.1.5 to $99 as of tomorrow
3) We added a warning to the check-out so that no one purchase TorqueX without knowing the current situation.
4) Community members (graciously driven by Pino ) have undertaken the job of porting TorqueX 3.1.5 to XNA 4.0 today.
5) TorqueX owners will receive a discount towards our Windows Phone 7 engine.

static.torquepowered.com/static/pg/blogs/eric/TorqueLogoSmall.png

iTorque 3D

We are continuing to work hard on iTorque 3D, but we have run into some delays. We are currently forecasting a release in Q1 with the hopes of delivering a beta as soon as possible.

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iTorque 2D


The news for iTorque 2D 1.4.1 is simple. We’ve been continuing to fix bugs and we’ve updated everything so that it is compatible with the last iOS updates. This version will be going to QA soon. Depending on the results of our testing, we could have an update in weeks.

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Closing


I just returned from the MAX conference. For those of you who don’t know, that’s the Adobe annual developers conference. I felt out of my element, but their 3D hardware accelerating API caught my eye. As game developers, we need to keep an open mind about the next big platform. It’s a crapshoot.

I stumbled upon Jeff Tunnell’s last blog at GG where he states that Windows, OSX, and Linux are not enough. Jeff’s statements were spot on. And while it was more plausible to hit all of the major platforms two years ago, it’s becoming increasingly difficult to accomplish considering the explosion of platforms ( and the looseness of the definition of a platform ). Consoles, phones, tablets, web-portals, thin clients( i.e., OnLive ), and now TVs. Developers should realize that there may be some real potential to supporting 10 to 20 different “platforms” in the not so distant future. The ocean is big -we are preparing.

About the author

Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.

Blog is locked
#81
11/10/2010 (4:42 pm)
Quote:Again, I love the engine as many others do. But the idea of fragmenting everything was such a bad move. To be honest, I still don't understand the reason behind the existence of TGB as a standalone product.

A lot of nice constructive suggestions Guimo, but 2D and 3D should always stay separate products. Before the year long silence set in for T2D (which I have to chime in with my general disappointment about), there was a nice blog post that talked about how T2D and T3D would share a common base. So there are a lot of benefits to commonality but at the same time there is a bunch of stuff in a 3D engine that isn't needed for 2D game development.
#82
11/10/2010 (6:01 pm)
Here another great idea just released with today's version: I guess IA should really ponder about marketing and how to valorize the community.
#83
11/10/2010 (7:23 pm)
I agree with Pino, If you look at my products I have purchased quite a pile of assets, all of them need varying degrees of tweaking to work with whatever I am using, TX or TGB or T3D.

#84
11/10/2010 (7:35 pm)
Stability is a number 1 issue for the Torque family.
T3D still has some nasty bugs in rendering,animation,transformation..
When all the hard bugs are fixed,T3D would become a stable and a professional platform.
Right now I fell like I have paid $1000 to be a beta tester.
#85
11/10/2010 (8:55 pm)
Snipped by moderator.
#86
11/10/2010 (10:47 pm)
@J - We are listening. That's why we/I post these updates.
#87
11/10/2010 (11:31 pm)
We are listening and your comments, suggestions, and critiques are definitely valued :)
#88
11/11/2010 (2:30 am)
Snipped by moderator.
#89
11/11/2010 (3:47 am)
I know a lot of people view me as a troll, but to be honest I want Torque to succeed. I'm just at a point beyond hope for Torque. It all boils down to one thing, that they keep saying they understand and do NOTHING about.

Problem: Way too many code bases to support.

Solution: Cease development on everything but Torque 3D.

Torque = Jack of all trades, master of none.
#90
11/11/2010 (4:09 am)
Jon D, that is not a solution. Many of us have games on other platforms as well. I agree not adding features to other platforms would be fine but the bugs need to be fixed as people's lively hoods depend on that.

#91
11/11/2010 (4:26 am)
Snipped by moderator.
#92
11/11/2010 (4:40 am)
Sean, remove the curse word(F word), it's breaking the fair use agreement for the site. I don't want you banned for lame stuff.
#93
11/11/2010 (7:04 am)
It just shows how heated, sick and tired people are getting over the Torque engines throughout the years and the promises that have been made - you have your work cut out to turn things around Eric, it's good to listen but people need concrete answers to alleviate their concerns and turn a negative into a possitive. It's not good for future sales and reducing the numbers of die hard Torque users is just not a good sign. Because that's what will happen, people will just move on - the forums are already looking a bit quieter than normal. It'll be good if you had a few Community support people to push things along (how many IA staff are there - 120-150? quoted by Louis Castle on this YouTube video - how many are on Torque?).
#94
11/11/2010 (7:17 am)
I mostly just been reading what people are saying i like torque though have high hopes for them but as i keep reading more everyday here i starting to think the same as everyone else. :P i not going to move to another engine at lest not till i see whats in 1.2.

unity has been looking good with its updates, but I kind of have to agree with sean going with DX Studio or one of the other engines thats on my OK list for engines I might want. I have already payed for torque as it was #1 at the time, but updates have been slower then I thought they would be.

I have not used the engine to much ether I just started to get into it real good the past 2 weeks I mostly just been making assets. On release not haveing wetness really did kill me to I would of really liked that badly that thats already over with.
#95
11/11/2010 (7:39 am)
The resource filter does not work at all from what I can see. There only seems to be one resource that shows up with it and that is under tge - "TGE: change text color in the WinConsole" . It's basically non functioning but is a great idea and one that I think everyone agrees on. The code can be crossed over sometimes from engine to engine but people can work that out for themselves.

You guys test it yourselves
#96
11/11/2010 (2:52 pm)
I do have to add...I do want to see Torque succeed; IMO, I think everyone here does too.

This is what I'd like to be answered for my own purposes. I don't like changing/editing the c++ side. I've ported stuff to 1.8.1 and I really have no desire to do the same with t3d. Its time consuming and frustrating. Call me lazy... i don't care...I have a million other things to deal with.
I like a lot of the new little interface features added in this Beta. So I know we're heading in the right direction.

So if you are listening, could you give me a heads up on some of this basic stuff? What is GG/TP's plans for T3D? A roadmap perhaps?

-When can we expect a stable version?

-Can we avoid new features for now and just get a clean, non-buggy, optimized version out? Are you planning on a lot more of these interface features; like the footstep/sound setup on each materal..very nice might I add... before you get a stable version out?

-What are your future plans for Forest Kit and groundcover? Unity's got Torque's grass/tree systems whooped!

-Are you going to finish updating the camera system or is what we see right now what we get? Pathed cameras? Lagging cam? (Tethered cam doesn't work, I don't even know why its in there) Or does it? and theres just never been an example to let us know how to actually set it up? I've messed with that for months...errrrr...

-Is there any plans on an upgrade to the player control system?

-Ability to separate the camera from the player controls?

-Add melee to the stock product (i hate installing that thing every beta, annoying, and no matter what type of game your making; 90% of the time you can use melee)

-optimize the engine...I was astounded by how fast unity was compared to t3d...I could go a lot higher on my poly counts and make a better looking game.... mesh instansing was a sweet addition btw! (I haven't tried any other engines besides unity, so that is my comparison)

-Add some resources stock for platformer type games. Collision handling for moving objects/platforms, camera system (as mentioned above). I mean its all there, you just can't setup it up to do what you want.

-Make the physics easier to access and control.

-The ability to add physics and other "plugins" when you build a new project so you don't have to dig through an example to get physcis up and running.

-And of course.... better docs/tuts.... we were promised this huge updated doc system that kicks arse...

If I could get the camera system running like I want it without having to buy the 3d adventure kit for something that is basically there, get good collision for moving platforms and easier to use/setup physics... I'd donate all the artwork and resources for: a 3D side scroller tut, a platformer/3rd person adventure tut and an "iso" shooter/adventure.

You thoughts would be much appreciated on those questions/comments I had.
#97
11/11/2010 (3:50 pm)
Quote:And of course.... better docs/tuts.... we were promised this huge updated doc system that kicks arse...

I thought we did a pretty good job on the docs

There's always a need for more documentation, but I think Torque 3D's doc effort was quite a deliverable. Does not mean we are finished, but you have to give props to the docs teams for the new manual.
#98
11/11/2010 (3:54 pm)
Snipped by moderator.
#99
11/11/2010 (4:04 pm)
Unity did not just sign a deal with EA, they signed a deal with several other AAA studios as well. Some inside info that I can not disclose.

Torque can still get a piece of the pie if they get everything together.
#100
11/11/2010 (4:38 pm)
Snipped by moderator.