Plan for Josh Williams
by Josh Williams · 01/12/2005 (5:16 am) · 23 comments
Well, this is a .plan I've been anxious to write for quite some time: Torque 2D is almost here!
As we speak, T2D is out for what should be the last major testing cycle it needs. We can't wait to see what everyone is going to do with it... this is going to be a fun year.
T2D is coming out under the Early Adopter program, at a reduced price, and it'll be released very soon! We want to bring you all on the inside early again, as with TSE. Early Adopter means you get your hands on the technology as soon as possible, and get an inside line as we develop more tech, tools and editors.
Work will continue on T2D until it's the best little game maker ever. :) Of course, it feels like we're practically to that point already, so I'm very glad T2D's launching sooner rather than later. The technology in T2D is way beyond "Early Adopter", more than stable enough to use in serious game development, and we can't wait to get equally powerful tools into everyone's hands.
Shots from a T2D IGC demo, thanks to Alex Swanson and Pat Wilson.
Torque 2D is all about rapid development. It takes care of the technology, and let's you focus on gameplay and art.
Bleh, that probably sounds like marketing-speech. Look... let me be honest, I don't know what to say other than... I have a very hard time not asking Jeff if I can go on a 3 month sabbatical and just make a game with T2D. Seriously, I get to work with it a lotat least a little every single daybut not enough. I would like nothing better than to make a T2D game. It's that good. This thing is Melv's baby, so I can brag on it without being too pompous... it is amazing . I'm proud to be a part of the development, and of Melv for doing such an outstanding job.
Check out the features:
And did you catch that? C++ source... T2D was going to be binary only, but we decided that we had to see what people could do with the source in-hand. Torque SDK owners will be able to purchase the full T2D source code. Going to be fun seeing all the crazy stuff people do with it.
In the end, there simply isn't a more powerful 2D engine out there. We're very, very excited to launch T2D.
Speaking of which, we'd love to roll out with some great demos, and if you'd like to help out, we'd be glad to give you a free copy. Watch the forums in the next couple days for more details!
Shot from a T2D IGC demo, thanks to Alex Swanson and Pat Wilson.
On a final note, and I don't mean to get too mushy here but... Melv May is an absolutely incredible guy. T2D is his baby (besides his new, beautiful daughter), and it's got his mark all over it. It's phenomenally well engineeredif you look at T2D and really consider all the design, production, and implementation decisions, you quickly realize how truly smart Melv is. Moreover, he is incredibly easy to work with, and one of the nicest guys I've met. One of the things I like most about my job here as GG's "3rd Party Development Director" is getting to work closely with guys like John Kabus, Dave Wyand, the crew over at BraveTree, Ed Maurina, Ken Finney, Melv, and many more. All these guys are shining examples of indie developers.. and more than that, they're indie developers who are just as passionate about helping other indies out as we are here at GG. Melv, it's been a pleasure working with you bud. :)
Just had to spout a bit and give Melv proper credit for all his hard work... he's been working like a machine (despite my encouragements to take a break, once in a while at least). I hope he is very proud of T2D, I certainly am.
I'd also like to say thanks to Pat Wilson for helping out with T2D. Pat took on the task of implementing some of the less fun pieces of code we needed to write in order to make T2D a great product, and he, as always, did an excellent job. I know Melv and I both would like to thank him for the hard work. Alex Swanson helped put together a couple cool-looking IGC demos too, and it's always fun to see Alex show off his art skills.
Thanks for reading everyone... this was probably a bit dry, what with the relative lack of pictures and all, but watch for more next time. In my next .plan, I'm going to bore some people (and probably interest some others very, very much), and dig deep into some of the technical features of T2D. Melv will be doing some cool .plans as well, so watch the page!
(Previous T2D .plan (from Melv))
As we speak, T2D is out for what should be the last major testing cycle it needs. We can't wait to see what everyone is going to do with it... this is going to be a fun year.
T2D is coming out under the Early Adopter program, at a reduced price, and it'll be released very soon! We want to bring you all on the inside early again, as with TSE. Early Adopter means you get your hands on the technology as soon as possible, and get an inside line as we develop more tech, tools and editors.
Work will continue on T2D until it's the best little game maker ever. :) Of course, it feels like we're practically to that point already, so I'm very glad T2D's launching sooner rather than later. The technology in T2D is way beyond "Early Adopter", more than stable enough to use in serious game development, and we can't wait to get equally powerful tools into everyone's hands.
Shots from a T2D IGC demo, thanks to Alex Swanson and Pat Wilson.Torque 2D is all about rapid development. It takes care of the technology, and let's you focus on gameplay and art.
Bleh, that probably sounds like marketing-speech. Look... let me be honest, I don't know what to say other than... I have a very hard time not asking Jeff if I can go on a 3 month sabbatical and just make a game with T2D. Seriously, I get to work with it a lotat least a little every single daybut not enough. I would like nothing better than to make a T2D game. It's that good. This thing is Melv's baby, so I can brag on it without being too pompous... it is amazing . I'm proud to be a part of the development, and of Melv for doing such an outstanding job.
Check out the features:
- Sprites (static and animated)
- Tiles (static, animated, dynamic, script-executable, unlimited layers, import from popular formats, fully scrollable)
- Collision (swept-poly collision, highly optimized, returns rich info: contact points, normals, time of impact, etc, collision with individual tiles)
- Physics (full rigid-body dynamics: linear and angular velocity, mass, inertia, friction, torque, etc)
- Particles (well... wow... watch the video)
- Documentation (tutorial, demo mission, and complete reference guide)
- Complete C++ Source
- Beginnings of editors: particle, animation... sprite, tile, and much more coming
- Tons more... too much to mention really... parallax scrolling, mounted objects, statistics / performance HUD, object debug rendering, flexible camera, object picking, scene saving / loading, fully scriptable, Torque integration, much more!
And did you catch that? C++ source... T2D was going to be binary only, but we decided that we had to see what people could do with the source in-hand. Torque SDK owners will be able to purchase the full T2D source code. Going to be fun seeing all the crazy stuff people do with it.
In the end, there simply isn't a more powerful 2D engine out there. We're very, very excited to launch T2D.
Speaking of which, we'd love to roll out with some great demos, and if you'd like to help out, we'd be glad to give you a free copy. Watch the forums in the next couple days for more details!
Shot from a T2D IGC demo, thanks to Alex Swanson and Pat Wilson.On a final note, and I don't mean to get too mushy here but... Melv May is an absolutely incredible guy. T2D is his baby (besides his new, beautiful daughter), and it's got his mark all over it. It's phenomenally well engineeredif you look at T2D and really consider all the design, production, and implementation decisions, you quickly realize how truly smart Melv is. Moreover, he is incredibly easy to work with, and one of the nicest guys I've met. One of the things I like most about my job here as GG's "3rd Party Development Director" is getting to work closely with guys like John Kabus, Dave Wyand, the crew over at BraveTree, Ed Maurina, Ken Finney, Melv, and many more. All these guys are shining examples of indie developers.. and more than that, they're indie developers who are just as passionate about helping other indies out as we are here at GG. Melv, it's been a pleasure working with you bud. :)
Just had to spout a bit and give Melv proper credit for all his hard work... he's been working like a machine (despite my encouragements to take a break, once in a while at least). I hope he is very proud of T2D, I certainly am.
I'd also like to say thanks to Pat Wilson for helping out with T2D. Pat took on the task of implementing some of the less fun pieces of code we needed to write in order to make T2D a great product, and he, as always, did an excellent job. I know Melv and I both would like to thank him for the hard work. Alex Swanson helped put together a couple cool-looking IGC demos too, and it's always fun to see Alex show off his art skills.
Thanks for reading everyone... this was probably a bit dry, what with the relative lack of pictures and all, but watch for more next time. In my next .plan, I'm going to bore some people (and probably interest some others very, very much), and dig deep into some of the technical features of T2D. Melv will be doing some cool .plans as well, so watch the page!
(Previous T2D .plan (from Melv))
About the author
#2
01/12/2005 (7:29 am)
Awsome! Just wondering, will T2D beable to integrate into Torque? Say I have a 3d arcade room with playable 2D arcade machines in it, would this be possible?
#3
01/12/2005 (7:40 am)
This is the best news I've heard in a long, long time. I'm really happy for the source release decision as well. Especially after seeing the amazing things that have been done with the RTS kit among the community.
#4
- Brett
01/12/2005 (8:17 am)
@Josh M: I don't think it'll be possible as just a drop-in. But with some tinkering with the source you probably could manage something like that. Remember, with the source -- you can do anything.- Brett
#5
01/12/2005 (9:07 am)
Actually, Brett, it is very close to drop-in. fxSceneWindow2D is a GUI object, and you simply put that into your GUI, hook it up to a fxSceneGraph2D, and you are good to go.
#6
Getting fun games done in 2005 will only get easier with Torque 2D.
01/12/2005 (9:27 am)
@Josh - You sure you don't work in the marketing department? I usually think if the marketing guys aren't 10x more amped about a product than development (they always see how something could be better) we're doing something wrong, but on this product it seems that it sparks new and old game ideas a like with functionality that makes gives those ideas new life. Getting fun games done in 2005 will only get easier with Torque 2D.
#7
01/12/2005 (11:50 am)
I am VERY glad you guys decided to go with the full source option. I cant wait to get my hands on it. Congratulations on making what I'm sure will be an awesome product!
#8
downloading the particle demo now...
what's the estimated price for T2D?
01/12/2005 (12:38 pm)
Wow - it looks like i should be anticipating this one as well...downloading the particle demo now...
what's the estimated price for T2D?
#9
but guys the 2D arts in the demo is great.
I feel there will be one problem in this product (with me), I didn't do any 2D graphics before, so will there be any resources of tutorials talk about how to biuld a good graphics ?
thanks
01/12/2005 (2:06 pm)
guys nice works, keep up the good work :)but guys the 2D arts in the demo is great.
I feel there will be one problem in this product (with me), I didn't do any 2D graphics before, so will there be any resources of tutorials talk about how to biuld a good graphics ?
thanks
#10
01/12/2005 (3:11 pm)
This looks outstanding ... good work!
#11
01/12/2005 (3:35 pm)
Very interesting ... nice artwork too ...
#13
01/12/2005 (8:49 pm)
Josh and Melv, congratulations on the upcoming release
#14
Did you ever design and implement something and although you think it's good, you're never quite satisfied with it? Well with T2D, I can honestly say that I'm completely satisfied with it! T2D had its nieve beginnings before GG got involved and I was happy that it would be a great freebie. T2D now, doesn't even resemble what it was 3 months ago. I'd like to think that the EA would allow people to have fun with what's there but share our excitement on where T2D is going. I may have been integral for the state of the T2D codebase but I can honestly say that the 'vision' has been nearly all GG.
@Nick: ... and the community can help us get it there. :)
@Josh-M: I second what Pat said. If you are referring to actually rendering a 3D-plane with a rendered T2D surface then no, it currently renders as a GUI control. It doesn't explicitly clear the background so you can use it to overlay existing apps it you want. Also, you can use unlimited views and scenegraphs! Rendering a T2D scene within a 3D environment is pretty easy to do. All of T2Ds internal objects are held within a scenegraph and rendering them using different projections would not be a problem; it just isn't stock. A custom object could certainly achieve that in short-order. Perhaps with a little freetime I might give this a whirl as it's a fun concept.
@ Brett: You are still correct though; you'll have the C++ source! WooHoo!
@Jay: Couldn't agree with you moore! 2005 will be the year for a 2D comeback.
@Josh-A: Source release is a great thing. You'll be suprised by how easy it is to extend yourself a family of custom-objects.
@Firas: You know, I never really thought about the art-side of things although I should. I'd love to see some outstanding artwork come from people focusing on 2D. Cool layered backdrops and sprites etc.
@Jase: Man, I'd be so happy so see lots of 2D clones popping-up. I'd love to see T2D helping people focusing on fun games rather than too much tech.
- Melv.
01/13/2005 (1:04 am)
Thank you Josh/John for those kind words. *blush*Did you ever design and implement something and although you think it's good, you're never quite satisfied with it? Well with T2D, I can honestly say that I'm completely satisfied with it! T2D had its nieve beginnings before GG got involved and I was happy that it would be a great freebie. T2D now, doesn't even resemble what it was 3 months ago. I'd like to think that the EA would allow people to have fun with what's there but share our excitement on where T2D is going. I may have been integral for the state of the T2D codebase but I can honestly say that the 'vision' has been nearly all GG.
@Nick: ... and the community can help us get it there. :)
@Josh-M: I second what Pat said. If you are referring to actually rendering a 3D-plane with a rendered T2D surface then no, it currently renders as a GUI control. It doesn't explicitly clear the background so you can use it to overlay existing apps it you want. Also, you can use unlimited views and scenegraphs! Rendering a T2D scene within a 3D environment is pretty easy to do. All of T2Ds internal objects are held within a scenegraph and rendering them using different projections would not be a problem; it just isn't stock. A custom object could certainly achieve that in short-order. Perhaps with a little freetime I might give this a whirl as it's a fun concept.
@ Brett: You are still correct though; you'll have the C++ source! WooHoo!
@Jay: Couldn't agree with you moore! 2005 will be the year for a 2D comeback.
@Josh-A: Source release is a great thing. You'll be suprised by how easy it is to extend yourself a family of custom-objects.
@Firas: You know, I never really thought about the art-side of things although I should. I'd love to see some outstanding artwork come from people focusing on 2D. Cool layered backdrops and sprites etc.
@Jase: Man, I'd be so happy so see lots of 2D clones popping-up. I'd love to see T2D helping people focusing on fun games rather than too much tech.
- Melv.
#15
Theres a few other ideas I've had, but they are more mini games, which I suppose would be good for a demo.
I cant wait for the 'more info'... Must have... Swimming in saliva...
01/13/2005 (3:06 am)
I think I could handle making a demo. Of course I'm going to be buying it as soon as it comes out, but I just cant wait. I was thinking something along the lines of Elastomania. I loved that game. Seems to have stopped being developed though. Do you think it'd be fairly easy with T2D? From what Ive seen it wouldnt be too difficult. That or a multiplayer (network/lan/hotseat) topdown shooter like the old 1942 ;)Theres a few other ideas I've had, but they are more mini games, which I suppose would be good for a demo.
I cant wait for the 'more info'... Must have... Swimming in saliva...
#16
- Melv.
01/13/2005 (6:19 am)
I had a think about Elastomania and I could see several ways you could do that in T2D by allowing the wheels to control the rest of the bike which would be mounted to it. The biker would be an animated sprite. T2D doesn't yet have hinges and joints but there's been discussions to do so but no promises for now. With all the support in T2D, a custom object would be *easy* to simulate the kind of joints required to do it.- Melv.
#17
01/13/2005 (8:29 am)
Radiant Silvergun here I come.
#18
i might get this, if no other reason than to be able to play around with it ;)
im especially impressed with the particles.
im curious. would there be any way to use that particle system setup in standard Torque? or does it only run through T2D?
they just look so pretty!
keep up the exelent work guys :)
01/13/2005 (5:50 pm)
NICE :Di might get this, if no other reason than to be able to play around with it ;)
im especially impressed with the particles.
im curious. would there be any way to use that particle system setup in standard Torque? or does it only run through T2D?
they just look so pretty!
keep up the exelent work guys :)
#19
I have been mucking around with my T2D math adventure game on and off sense I posted in the associate forums. Might make for a decent T2D demo
Could use all the help I can find in the art department as well as some design review etc..
-Ron
01/13/2005 (7:45 pm)
Josh,I have been mucking around with my T2D math adventure game on and off sense I posted in the associate forums. Might make for a decent T2D demo
Could use all the help I can find in the art department as well as some design review etc..
-Ron
#20
01/13/2005 (10:18 pm)
Just a note to everyone: Nate Feyma should also be credited on the artwork for the second screenshot (the space-shooter). He was pulled it to help out on demos at the last minute :) 
Torque Owner Nick Zafiris
Nick