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Starting out with TGE

by Jeremy Slade · 12/26/2005 (8:47 am) · 3 comments

I purchased TGE a few weeks ago, and I'm pretty pleased so far... there's certainly a lot to learn. I know I would spend years to create something of similar scope -- and I don't doubt that I could, but I'd much rather spend that time creating something useful. It's a great bargain at $100.

So my first project to aide in learning TGE is to take a very simple 'game' I did as a school project a couple years ago, and re-implement it with TGE. Of course with TGE I have much better capabilities, so I expect that when I 'done' the result will look at lot better.

Here's my basic plan for implementing this. I hope to have this done by 6 Jan 06 -- figuring I have about 25 hours available to work on it between now and then, basically equivalent to a GID effort:

------------------------------------------------------------
MS0: Leverage starter.fps

- build TGE from CVS
- Hack up starter.fps to simplify, get my feet wet.

------------------------------------------------------------
MS1: World

Terrain
- flat plus vertical cliffs
- uniform texture

Player
- carpet is rectangle (flying vehicle)

------------------------------------------------------------
MS2: Generated terrain

Terrain
- generate at startup
- generate lightmap
- texture sand vs cliffs

Player
- follow terrain
- carpet waves

------------------------------------------------------------
MS3: The cave

Terrain
- add a cave - as interior?
- the cave raises / lowers

Player
-

Theives
- boxes
- move towards cave, following terrain

HUD
- count of theives

------------------------------------------------------------
MS4: Bombs away

Player
- mouse moves reticle
- click lobs coconut with sound

Coconuts
- kill theives in blast radius
- explosion sound, no graphic


Theives
- run away from bombs

HUD
- radar of thieves

------------------------------------------------------------
MS5: Explosions

Terrain
- cave up/down sound

Player
- 3rd person view
- player model
- throwing animation

Coconuts
- Explosion animation

Theives
- horse & rider model
- body parts on explosions
- Open Sesame sound

------------------------------------------------------------
MS6: Fighting back

Player

Theives
- terrain-following AI
- they shoot back

Game
- restart
- time limit

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#1
12/26/2005 (9:11 am)
If you want really basic starter scripts, just take the common directory and bring in the mission loading stuff from stater.fps or some other mod. Doing this might actualy give some insight on how the starter scripts work(it did for me).
#2
12/26/2005 (4:49 pm)
I actualy found the Tutorial.base a great place to learn about the basic workings of torque and scripts.
#3
12/26/2005 (5:57 pm)
Yes, i have been moding Tutorial.bace for use in my project, allways best to start with a clean slate.