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Plan for Kevin Vlaanderen

by Kevin Vlaanderen · 08/29/2005 (12:43 pm) · 2 comments

One year has past.
Nothing has happened.
Torque's bits and bytes are still on the same place on my harddrive.

That HAS to change.

However, there is one problem...
Torque is big.
Very big.

That's why i'm going to start small. My first project is going to be a small maze-game. This way, I can learn to work with Torque without getting in too much trouble like networking, ai, complex worlds etc. I've started out by stripping the starter.fps (based on John Vanderbeck's MiniApp) and splitting the editor scripts from the game scripts.
So far, so good. However, i've already ran into my first problem, wich is loading a mission without using a server. I have no idea if it's possible, but I will soon find out. If not, I'll just put the server scripts back in and try again...

Enough said, I'm going back to scripting now. I'll keep my plan uptodate with my progression...

Cya,

Kevin V.

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#1
08/29/2005 (3:04 pm)
The server is a neccesary part of Torque. It doesn't really mean like online play, just the stuff that's on your screen during game play. You can probably remove it, but most likely to your disadvantage. Anyway good luck with the maze game.
#2
08/29/2005 (4:26 pm)
Torque is based on a server / client relationship even for single player. You can define a mission as single player however.