Plan for Edward Maurina
by Edward F. Maurina III · 09/12/2004 (10:09 pm) · 14 comments
EGTGE
Hello again folks. I know many of you have been patiently waiting for me to get the guide done....
At this point, there is still work to do, but I thought perhaps a status report would be in order. The guide has grown and grown and is now approaching 900 pages in length. However, it will likely get cropped a bit before printing to make it more manageable. A few days back I put together a teaser shot of all the pages:

The table on the right side of the image is the Open Office Master Document listing of the current chapters. Note: Don't take for granted that all you see there will be in the same places in the final product. Things move around a lot.
An overview of the guide would be:
Section 1 - Introduction
Section 2 - Basic Training
- Quick overview of Mission Editors and GUI Editor
Section 3 - Deep look (unless otherwise noted) at...
- (overview) TGE architecture concepts,
- Torque Script,
- All Mission Objects,
- Most Scene Objects,
- Overview of Callback concept (onCollision(), etc), plus reference to all methods and explanation of when/why they get called.
- TGE IO
- (overview) Look at various standard GUIs
Section 4 - Game Elements. In this chapter we review the 'elements' that make up a game, then we take a tour of the most common ones, making them each from TGE provided features
- Inventories,
- Bipeds,
- Non-Bipeds,
- Vehicles,
- AI samples,
- Weapons,
- Various Special Effects
- Game GUIS - Together, we will make several common GUIs
Section 5 - Engine Coding (this section is incomplete)
Section 6 - In this chapter we briefly discuss various debug tools and methods as would apply to:
- Scripting
- Coding
- Other
Section 7 - Here is where we put it all together. We walk through the creation of two games:
- Torque Man - Yes, its a bit cheezy, but everyone knows the mechanics of PAC MAN. This allows us to focus on making a 3D version of this game using scripts to build the levels, rudimentary AI, damage, etc. We re-use objects and GUIS we made in section 4.
- Torque Castle - This second game is a very modified Star Castle (you're dating yourself if you recall this). I won't say more that this for now. Demos will be avilable at a later date.
Section 8 - what kind of book would it be without appendicies. Here they are. :)
Every section and almost every chapter has a mission and sample lessons for each concept. I've done my best to show and tell for each feature I've dicussed in the guide. It has been a huge endeavor and a fun trip to boot.
How Much? what format?
Many have asked how much the full version of the guide will cost and what format it will come in. I don't yet have an answer for the first question, but I'm pretty sure we're talking about a printed book with some electronic portions for ease-of-use. I'll be selling this guide through Garage Games.
Note: Opinions are more than welcomed on format, price, and additional content concepts.
Is There A Free Version?
To date there have been 2296 downloads of the free version of this guide. To all of you who have downloaded it, I say, "Thank You." I will be releasing a more updated version of the 'free guide' as soon as I can. It will contain parts of section 1 and 2 and MAY contain a teaser here and there from other sections. It will contain several corrections, more examples, and more coverage than the prior version which is quite dated and has many errors. Please bear with me while I get this formated and finalized for you.
The (very) alpha versions of some chapters are still available at: download.
I would only download the old version if you are curious however. You'd be better served by waiting for the upated version. I'll make a formal announcement when it is available.
And that folks is all for now! Thanks again to all those who have encouraged me.
[HOW]EdM|EGTGE
Just for old time's sake, here is an old progress snapshot for comparison:

Hello again folks. I know many of you have been patiently waiting for me to get the guide done....
At this point, there is still work to do, but I thought perhaps a status report would be in order. The guide has grown and grown and is now approaching 900 pages in length. However, it will likely get cropped a bit before printing to make it more manageable. A few days back I put together a teaser shot of all the pages:

The table on the right side of the image is the Open Office Master Document listing of the current chapters. Note: Don't take for granted that all you see there will be in the same places in the final product. Things move around a lot.
An overview of the guide would be:
Section 1 - Introduction
Section 2 - Basic Training
- Quick overview of Mission Editors and GUI Editor
Section 3 - Deep look (unless otherwise noted) at...
- (overview) TGE architecture concepts,
- Torque Script,
- All Mission Objects,
- Most Scene Objects,
- Overview of Callback concept (onCollision(), etc), plus reference to all methods and explanation of when/why they get called.
- TGE IO
- (overview) Look at various standard GUIs
Section 4 - Game Elements. In this chapter we review the 'elements' that make up a game, then we take a tour of the most common ones, making them each from TGE provided features
- Inventories,
- Bipeds,
- Non-Bipeds,
- Vehicles,
- AI samples,
- Weapons,
- Various Special Effects
- Game GUIS - Together, we will make several common GUIs
Section 5 - Engine Coding (this section is incomplete)
Section 6 - In this chapter we briefly discuss various debug tools and methods as would apply to:
- Scripting
- Coding
- Other
Section 7 - Here is where we put it all together. We walk through the creation of two games:
- Torque Man - Yes, its a bit cheezy, but everyone knows the mechanics of PAC MAN. This allows us to focus on making a 3D version of this game using scripts to build the levels, rudimentary AI, damage, etc. We re-use objects and GUIS we made in section 4.
- Torque Castle - This second game is a very modified Star Castle (you're dating yourself if you recall this). I won't say more that this for now. Demos will be avilable at a later date.
Section 8 - what kind of book would it be without appendicies. Here they are. :)
Every section and almost every chapter has a mission and sample lessons for each concept. I've done my best to show and tell for each feature I've dicussed in the guide. It has been a huge endeavor and a fun trip to boot.
How Much? what format?
Many have asked how much the full version of the guide will cost and what format it will come in. I don't yet have an answer for the first question, but I'm pretty sure we're talking about a printed book with some electronic portions for ease-of-use. I'll be selling this guide through Garage Games.
Note: Opinions are more than welcomed on format, price, and additional content concepts.
Is There A Free Version?
To date there have been 2296 downloads of the free version of this guide. To all of you who have downloaded it, I say, "Thank You." I will be releasing a more updated version of the 'free guide' as soon as I can. It will contain parts of section 1 and 2 and MAY contain a teaser here and there from other sections. It will contain several corrections, more examples, and more coverage than the prior version which is quite dated and has many errors. Please bear with me while I get this formated and finalized for you.
The (very) alpha versions of some chapters are still available at: download.
I would only download the old version if you are curious however. You'd be better served by waiting for the upated version. I'll make a formal announcement when it is available.
And that folks is all for now! Thanks again to all those who have encouraged me.
[HOW]EdM|EGTGE
Just for old time's sake, here is an old progress snapshot for comparison:

About the author
#2
Good luck,
James
BTW: Got an very unofficial eta on the completion?
09/12/2004 (11:46 pm)
Sounds great. Do you cover player movement (from scratch, rather then just binding keys)? Anyway, I'd buy this no problem :) I'd sell it at say around $30 - $50 USD depending, and even possibly a suggestion to GG to bundle a special version with Torque ;)Good luck,
James
BTW: Got an very unofficial eta on the completion?
#3
Great work so far, Ed.
By the way, for those who didn't know yet, you'll be able to catch the illustrious Mr. Maurina at this year's IGC. He'll be doing a very interesting session on TorqueScript. Looking forward to that as well.
09/13/2004 (12:01 am)
I cannot wait for this book. Ed has been working super-hard on it... seems to be working 20 hours a day or so, between his day job and this. Having seen a more advanced preview of some of the chapters, I know this thing is going to be a *HUGE* help to people.Great work so far, Ed.
By the way, for those who didn't know yet, you'll be able to catch the illustrious Mr. Maurina at this year's IGC. He'll be doing a very interesting session on TorqueScript. Looking forward to that as well.
#4
09/13/2004 (1:19 am)
:( Wish I could make it
#5
Your dedication is to be commended. Looking forward to seeing you again at this year's IGC
09/13/2004 (3:26 am)
Ed is the man with the plan :)Your dedication is to be commended. Looking forward to seeing you again at this year's IGC
#6
@James - Although I do talk about key-binding, I'll also talk about some of the underlying parts of movement, to include how to modify/limit movement capabilities in the Biped, etc. Do you have a specific question/topic you'd like to see, or perhaps a question such as, "what about that xyz var, or when I do this, what is really happening?" Please no questions about life. I'm still working on that one myself.
@Nicolas - Thanks, and I get the pun. :)
@Josh - Oy! Folks are going to expect a giant and they're going to find out I'm just a very average guy. Thanks for the praise though.
@All - BTW, Josh has been keeping me motivated as well as all the kind comments from you each. I would find it very difficult to continue else. Thanks!
Lastly, I'm approaching this work with a largely 'internals' agnostic view and discussing things from the scripted, non-modified viewpoint. Getting into modding the engine as part of the guide is attractive, but it's a deep rabbit-hole, therefore all examples in this guide will work with a set version of the engine mod-free. We'll take a brief look at code and engine hierarchy, but 'brief' is currently the word.
Ed M.
PS - Why does one find all the typoes after submitting?
09/13/2004 (8:15 am)
@Thomas - Yes. You'll have to get your hands on the engine. This guide is aimed at the entry- to mid-level user who is on a tight budget, therefore the emphasis on tools like Milkshape in all samples. Note: I also user Hammer (aka Worldcraft) for examples, but I suggest now and in the guide that you use Quark (which a well documented and very functional tool), Gamespace Level-Builder, or ... see the DIF matrix. Why? Well, there are legal questions surroundnig the use of Hammer to make 'for-sale' games. So, it makes a good learning too, but you'll need to use something else when you go to make content that will go into a for-sale game. With this guide in hand, plus Torque, you should be able to get started on trying out your own game ideas. If you are not already a member of this community, I suggest you join us. I think you'll find it a very rewarding experience. You can think of this as a 'reference/toolkit' to TGE. It certainly doesn't cover everything, but it gets your feet more than just wet.@James - Although I do talk about key-binding, I'll also talk about some of the underlying parts of movement, to include how to modify/limit movement capabilities in the Biped, etc. Do you have a specific question/topic you'd like to see, or perhaps a question such as, "what about that xyz var, or when I do this, what is really happening?" Please no questions about life. I'm still working on that one myself.
@Nicolas - Thanks, and I get the pun. :)
@Josh - Oy! Folks are going to expect a giant and they're going to find out I'm just a very average guy. Thanks for the praise though.
@All - BTW, Josh has been keeping me motivated as well as all the kind comments from you each. I would find it very difficult to continue else. Thanks!
Lastly, I'm approaching this work with a largely 'internals' agnostic view and discussing things from the scripted, non-modified viewpoint. Getting into modding the engine as part of the guide is attractive, but it's a deep rabbit-hole, therefore all examples in this guide will work with a set version of the engine mod-free. We'll take a brief look at code and engine hierarchy, but 'brief' is currently the word.
Ed M.
PS - Why does one find all the typoes after submitting?
#7
I just went out and purchased Dreamweaver, because I heard many negative reviews about Quark...I guess I should have bought Quark instead.
09/13/2004 (10:32 am)
Quote:I also user Hammer (aka Worldcraft) for examples, but I suggest now and in the guide that you use Quark (which a well documented and very functional tool), Gamespace Level-Builder, or ... see the DIF matrix
I just went out and purchased Dreamweaver, because I heard many negative reviews about Quark...I guess I should have bought Quark instead.
#8
@Ed: This does look good. Have you considered a pdf version or e-book?
09/13/2004 (12:33 pm)
@Tysha: They mean Quake Army Knife [QuArK] not Quark/Indesign type document creator. Also, QuArK is free so no need to make a purchase.@Ed: This does look good. Have you considered a pdf version or e-book?
#9
09/13/2004 (3:36 pm)
Will this all be working with version 1.2.2 ?
#10
I'm sure a lot of people are looking forward to this. I for one am, so keep us updated. :)
And thanks for the support and dedication to the community. You and Ken, as well as a whole slew of others have put a lot into the community. And its great to see it grow to an even better state day by day.
-Jase
09/13/2004 (5:13 pm)
Sounds excellent. I was just thinking about EGTGE just yesterday and was even browsing through the free version of the docs(again :P). I'm sure a lot of people are looking forward to this. I for one am, so keep us updated. :)
And thanks for the support and dedication to the community. You and Ken, as well as a whole slew of others have put a lot into the community. And its great to see it grow to an even better state day by day.
-Jase
#11
I'm Still looking for that Donation button on your site *hint*
09/20/2004 (2:02 am)
Only stumbled upon this plan now... I went through the whole one... and i can honestly say it is a must-have for any person!... This is what saved me, when I thought i'll never be grasp Torque!....I'm Still looking for that Donation button on your site *hint*
#12
04/03/2005 (2:02 pm)
Greate resource, thanks Ed.
#13
I'd definatly be interested in some kind of eletronic version, firstly because I'm a bit of a greenie but unless the book is popular enough to be picked up by an international publisher then it'll cost me an arm and a leg to import it (to Australia). I also prefer e-texts because they can be searched. I hate scouring through pages trying to find that obscure bit of info I skimmed over on the train several months back.
Although It's likely whomever you choose to publish with will likely frown on you releasing an eletronic version due to piracy fears. :(
04/14/2005 (9:15 am)
I'll be purchasing an indy licence for torque in a few days and I've already skimmed over your texts. They definatly helped in my decision to purchase - GG should be paying you royalties or refferal fees or something ;)I'd definatly be interested in some kind of eletronic version, firstly because I'm a bit of a greenie but unless the book is popular enough to be picked up by an international publisher then it'll cost me an arm and a leg to import it (to Australia). I also prefer e-texts because they can be searched. I hate scouring through pages trying to find that obscure bit of info I skimmed over on the train several months back.
Although It's likely whomever you choose to publish with will likely frown on you releasing an eletronic version due to piracy fears. :(
#14
is it the latest one?
thank you very much for Edward's hard work.
May God bless and reward you.
07/29/2005 (2:47 am)
http://www.hallofworlds.com/pages/Torque/EssentialGuide/EGTGE.zip (13.3MB)is it the latest one?
thank you very much for Edward's hard work.
May God bless and reward you.

dakz0rz
Will you need to buy Torque before you can buy this grand looking guide?