Yet another 'Can I make an..." thread...
by Michael Arrington · in Torque Game Engine · 04/08/2004 (10:41 am) · 9 replies
Heh. I know, I've already searched on the topic but...
I've just got the SDK a week ago and I've been reading the docs and source and playing with the demo and script...still very over my head at this point. I know a little about graphics programming, though and I can write intermediate-level code so I guess I'll eventually find my way.
Since Torque has such nice terrain handling I'd kind of like to try out a game idea I've had for a while - specifically small scale (company-level) real-time 'tactical' engagments, with tanks, other vehicles, soldiers, etc.
This wouldn't be one of those RTSs where you have a billion units onscreen or anything...just a map, a few units made up of individual vehicles/troops, and some scant terrain features. Victory conditions would be scenario based (take and hold, search and destroy, etc.) not just 'blow the heck out of everything'.
So, the question: Can I make a game like this *using only scripting*? I know it can be done if I dig into the engine and write whatever is needed but I'd like to start first on something I can do with the engine as-is.
If anyone has some thoughts on this I'd love to hear them. Any rough implementation ideas to give me a starting point would also be appreciated. I'll probably just start with a little deathmatch arena type game in any case - until I figure things out.
Cheers,
Michael
I've just got the SDK a week ago and I've been reading the docs and source and playing with the demo and script...still very over my head at this point. I know a little about graphics programming, though and I can write intermediate-level code so I guess I'll eventually find my way.
Since Torque has such nice terrain handling I'd kind of like to try out a game idea I've had for a while - specifically small scale (company-level) real-time 'tactical' engagments, with tanks, other vehicles, soldiers, etc.
This wouldn't be one of those RTSs where you have a billion units onscreen or anything...just a map, a few units made up of individual vehicles/troops, and some scant terrain features. Victory conditions would be scenario based (take and hold, search and destroy, etc.) not just 'blow the heck out of everything'.
So, the question: Can I make a game like this *using only scripting*? I know it can be done if I dig into the engine and write whatever is needed but I'd like to start first on something I can do with the engine as-is.
If anyone has some thoughts on this I'd love to hear them. Any rough implementation ideas to give me a starting point would also be appreciated. I'll probably just start with a little deathmatch arena type game in any case - until I figure things out.
Cheers,
Michael
About the author
#2
04/08/2004 (12:33 pm)
I maintain that few game styles can be done with the engine as-is unless you're making an FPS or a game that can use FPS-style presentation. However I don't think extensive changes are needed to unlock a vast variety of other styles - for example, just getting a better camera system opens you up to more of the RTS ideas.
#3
LOL, and middleware is supposed to speed things up ;) I'm just kidding but right now I feel like I've got a year worth of learning to do before I can even start an original game :)
M
04/08/2004 (2:27 pm)
Well, thanks for the info guys. I think I'll just try to stick to the directly supported genre until I know my way around the scripting language and can start digging into the engine specifics.LOL, and middleware is supposed to speed things up ;) I'm just kidding but right now I feel like I've got a year worth of learning to do before I can even start an original game :)
M
#4
more like 18 months in all seriousness
04/08/2004 (3:08 pm)
Quote:I feel like I've got a year worth of learning to do before I can even start an original game
more like 18 months in all seriousness
#5
04/08/2004 (6:54 pm)
But that's a lot better than 18 months to write your first game engine, then another eighteen months to write the next one, and another eighteen months after that... on till you know enough to actually write a really good one. ;)
#6
04/08/2004 (7:08 pm)
Yeah, sure is :D I'm on year 2 at the moment and still learning :) (And I dont expect to stop any time soon ;) ).
#7
04/08/2004 (8:26 pm)
Ben is 200% right, it would take years to learn enought to write something by yourself like Torque. The general concensu, if you could search the forums effectively is, ~18 months for a competent C++ programmer to get "comfortable" and "familiar" with the almost 400k lines of source code. It is not really a good or bad thing, it just is.
#8
Heh, better put me down for 24 months then ;)
04/08/2004 (10:06 pm)
Quote:~18 months for a competent C++ programmer to get "comfortable" and "familiar" with the almost 400k lines of source code
Heh, better put me down for 24 months then ;)
#9
It seems like you're on the right track and you have your head screwed on, at least. That's more then can be said for (what seems like) most people who are just starting out with TGE.
Good luck :)
Tom.
04/08/2004 (11:11 pm)
You dont need to understand all 400K lines of code to write a decent game. In fact, I doubt there is any one person who is familiar with every line of code. Those that are actually trying to make a game usually try something simple first to feel their first steps out, then when they start on their game for real they concentrate on only learning the parts that are required to finish their game. It seems like you're on the right track and you have your head screwed on, at least. That's more then can be said for (what seems like) most people who are just starting out with TGE.
Good luck :)
Tom.
Torque Owner Ero "Super Newbie" Sennin
Default Studio Name
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3435
check that out it's basicy what you want to do just change the camera fov just one file and a small script change
As for everything else like clicking on in game characters and such i've only seen it in code not script but then again I am a rookie