Ideas/Changes/Additions for T2D
by Larry Jennings II · 09/13/2011 (9:49 am) · 3 comments
I've been using T2D to get a make a pong re-make lately. The only reason i'm making a game as simple as pong is to get a feel of development using it. Once i'm done i'll try to in-vision a more complicated project.
Its a good engine, but of course i do have my suggestions as to what could make it better. I know implementing changes in general, would require time, money, and manpower; but i'll still suggest them, so they are on the table.
Re-Nameable Layers - ATM, layers just show up as Layer 0, Layer 1, Layer 2, etc. I was trying to organize my scene objects so i could easily hide/lock groups of objects that i wouldn't need to worry about, but it was a pain that i couldn't rename one layer, "Backgrounds", and another layer "Paddles & Ball" , etc. While it is a small change, i think it would help make development more useful.
Layers in the project object tree - Objects in the Project object tree showing in folders named after the layers they are on, so its easier to find objects because you would know what layer they were on.
Removeable Layers - A change so you start with only 1 layer, and can add/remove layers; so you dont always have like 30 layers showing. Mostly for use with the below.
Mixing in the GUI Builder - I think its annoying that the general Editor and GUI builder are separate, i do think you should be able to set some layers as "GUI Layers" and then edit/load/save them in the normal editor. From there, the create panel would change and have the contents of the GUI Builders "Control Palletes" panel. It would keep the flow of development moving smoothly, as often switching between the GUI builder and the normal editor can be annoying.
Use for multiple viewports - Noticed the ability to have multiple viewports. In 3D, thats great and needed, but in 2D, unless your showing something different, its use is minimal. Maybe perhaps being able to show another scene in another viewport. This would help in making different scenes look similar, or like editing different levels to be consistent.
Actually, it looks as if GG intended to do something with multiple viewports, thus the ability to create more, and the "Scene View" header at the top; but decided to start working on something else
Behavior Templates - being able to save a set of behaviors as sort of a template, then apply the set as a whole to objects. So if you want like different enemies or whatever to behave similar, give or take some additional behaviors, you could just hit a "Apply Template" button then add whatever extra behaviors that enemy would need.
Project Build Versions / Backups - This idea is that, under the projects tab, would be a "version control and backup" item. And in it:
1) It would allow you to run the last 3 builds, add notes to them so you could make comparisons on certain changes, etc.
2) Would also allow you to create full backups of the project, and list these backups and any notes associated with them for easy access and use. This would allow developers to make big experimental changes, and in the case it was for the worst; easily convert to a previous backup
Express and Pro Version - This one could stir up some controversy.
I think the $100 price tag is an okay price but, with 3D having so much popularity, most of 2D popularity being in mobile games, with UDK having a free AAA engine, Unity starting to gain some steam, CryEngine3 now being free, etc. I think it would be profitable if T2D had a express and pro version. This way, alot more people are gonna try and use T2D because of the no longer limit of a 30 day trial , nor the $100 fee, when they might not even make a full game. But, if they did make a full game, then say hey, you can get the distribution version for $X dollars.
I imagine the PRIMARY difference would be the ability to export .exe files, aka distribution. Although you could throw in more features to make it more worth while.
That, in the Express version, maybe the games would run in an emulator; so instead of creating an .exe and running it, the emulator would open up and it would communicate directly with the T2D Editor to receive the data and run.
This would in theory also create alot of attention for T3D, T360, and iT2D. Because at the start menu you could be like: "Think this game would work great on a Mobile Device, then click here to learn more about iTorque2D", or whatever for the other versions. So john builds a game, and puts a vid on youtube; and somebody comments that it would make a great iPad game, which john never thought of. So John decides to make the investment in iTorque2D.
Android Support - Of course, this has already been suggested, and it probably cant be worked on until iT2D is in a really stable state, but i'm just gonna mention it anyway.
HTML5 & Web Support - HTML5 is getting alot of hype lately, even GameMaker is adding it. I think that some COMMON type of Web Platform support would increase usage alot, whether it be HTML5, Flash, Shockwave, or Java. I'm also a Flash developer, and because users can play flash games on almost any computer; theirs a big market for sponsors and licensing.
Social Networking Support - Of course, this would spur alot of attention, especially if the above suggestion was implemented. How often on facebook do you see "Friend scored a XXX on This Game Here, Click Here if you think you can beat him" or whatever?
Incorporating a text editor - It doesn't have to be great quality like Torsion, but it would make things more convenient and would make development flow better not having to constantly switch between projects.
Again, i know the people at GG don't exactly have a extra 100 employees doing nothing who could work on more features, that if they did it wouldnt exactly be a group well-timed snap of the fingers to get it done, that alot of attention is fixated on iTorque2D and Torque3D, and that bringing these ideas to life would require more staffing and time, and effort; but i figured i'd post it anyway, so at least they know, people havent forgot about T2D, and are interested in its development.
Your thoughts, comments, and constructive criticism are welcomed and encouraged.
Its a good engine, but of course i do have my suggestions as to what could make it better. I know implementing changes in general, would require time, money, and manpower; but i'll still suggest them, so they are on the table.
Re-Nameable Layers - ATM, layers just show up as Layer 0, Layer 1, Layer 2, etc. I was trying to organize my scene objects so i could easily hide/lock groups of objects that i wouldn't need to worry about, but it was a pain that i couldn't rename one layer, "Backgrounds", and another layer "Paddles & Ball" , etc. While it is a small change, i think it would help make development more useful.
Layers in the project object tree - Objects in the Project object tree showing in folders named after the layers they are on, so its easier to find objects because you would know what layer they were on.
Removeable Layers - A change so you start with only 1 layer, and can add/remove layers; so you dont always have like 30 layers showing. Mostly for use with the below.
Mixing in the GUI Builder - I think its annoying that the general Editor and GUI builder are separate, i do think you should be able to set some layers as "GUI Layers" and then edit/load/save them in the normal editor. From there, the create panel would change and have the contents of the GUI Builders "Control Palletes" panel. It would keep the flow of development moving smoothly, as often switching between the GUI builder and the normal editor can be annoying.
Use for multiple viewports - Noticed the ability to have multiple viewports. In 3D, thats great and needed, but in 2D, unless your showing something different, its use is minimal. Maybe perhaps being able to show another scene in another viewport. This would help in making different scenes look similar, or like editing different levels to be consistent.
Actually, it looks as if GG intended to do something with multiple viewports, thus the ability to create more, and the "Scene View" header at the top; but decided to start working on something else
Behavior Templates - being able to save a set of behaviors as sort of a template, then apply the set as a whole to objects. So if you want like different enemies or whatever to behave similar, give or take some additional behaviors, you could just hit a "Apply Template" button then add whatever extra behaviors that enemy would need.
Project Build Versions / Backups - This idea is that, under the projects tab, would be a "version control and backup" item. And in it:
1) It would allow you to run the last 3 builds, add notes to them so you could make comparisons on certain changes, etc.
2) Would also allow you to create full backups of the project, and list these backups and any notes associated with them for easy access and use. This would allow developers to make big experimental changes, and in the case it was for the worst; easily convert to a previous backup
Express and Pro Version - This one could stir up some controversy.
I think the $100 price tag is an okay price but, with 3D having so much popularity, most of 2D popularity being in mobile games, with UDK having a free AAA engine, Unity starting to gain some steam, CryEngine3 now being free, etc. I think it would be profitable if T2D had a express and pro version. This way, alot more people are gonna try and use T2D because of the no longer limit of a 30 day trial , nor the $100 fee, when they might not even make a full game. But, if they did make a full game, then say hey, you can get the distribution version for $X dollars.
I imagine the PRIMARY difference would be the ability to export .exe files, aka distribution. Although you could throw in more features to make it more worth while.
That, in the Express version, maybe the games would run in an emulator; so instead of creating an .exe and running it, the emulator would open up and it would communicate directly with the T2D Editor to receive the data and run.
This would in theory also create alot of attention for T3D, T360, and iT2D. Because at the start menu you could be like: "Think this game would work great on a Mobile Device, then click here to learn more about iTorque2D", or whatever for the other versions. So john builds a game, and puts a vid on youtube; and somebody comments that it would make a great iPad game, which john never thought of. So John decides to make the investment in iTorque2D.
Android Support - Of course, this has already been suggested, and it probably cant be worked on until iT2D is in a really stable state, but i'm just gonna mention it anyway.
HTML5 & Web Support - HTML5 is getting alot of hype lately, even GameMaker is adding it. I think that some COMMON type of Web Platform support would increase usage alot, whether it be HTML5, Flash, Shockwave, or Java. I'm also a Flash developer, and because users can play flash games on almost any computer; theirs a big market for sponsors and licensing.
Social Networking Support - Of course, this would spur alot of attention, especially if the above suggestion was implemented. How often on facebook do you see "Friend scored a XXX on This Game Here, Click Here if you think you can beat him" or whatever?
Incorporating a text editor - It doesn't have to be great quality like Torsion, but it would make things more convenient and would make development flow better not having to constantly switch between projects.
Again, i know the people at GG don't exactly have a extra 100 employees doing nothing who could work on more features, that if they did it wouldnt exactly be a group well-timed snap of the fingers to get it done, that alot of attention is fixated on iTorque2D and Torque3D, and that bringing these ideas to life would require more staffing and time, and effort; but i figured i'd post it anyway, so at least they know, people havent forgot about T2D, and are interested in its development.
Your thoughts, comments, and constructive criticism are welcomed and encouraged.
About the author
College student interested in serious game dev.
#2
09/14/2011 (10:51 pm)
Make it so when you tab from one properties box to another, the text in the next box is highlighted, instead of the cursor being placed at the end of the text. Makes for easy data entry.
#3
-porting something like the TGB resource manager over to Torque3D -- would sure make managing all the add-on packs and content easier.
09/15/2011 (4:16 pm)
how about the reverse ?-porting something like the TGB resource manager over to Torque3D -- would sure make managing all the add-on packs and content easier.

Torque 3D Owner Dustin Mellen