Game Development Community

Developing A Non-Mission Based Game

by MotoSV · in Torque Game Engine · 07/29/2004 (11:04 am) · 7 replies

Hi,

I would like to know if the Torque Engine can be used, and how difficult it would be, to develop a non-mission based, non-first-person type game?

From looking over the documentation and code samples I get the impression that to build a game using Torque I would develop functionality in individual objects, expose them to the script language and then develop the game logic using the scripting language.

The game I wish to develop, as a first project mind, would be a 3d-isometic type of game that would look down on a playing area and give the player control over the character(s) from a kind of top-down view.

Now, do you think this kind of game could be done? Is my plan of using the engine this way, wrong? Could someone post a simple example on how can setup the initial Engine environment to get me started or maybe posted a link to an existing article.

I have no problems with using the object/scripting approach, I kind of like it that way, but I would like to avoid the functionality of missions/bots/etc.

Kind Regards,


Michael

#1
07/29/2004 (11:10 am)
Michael,

Virtually any genre or style of game is indeed possible using Torque, it all comes down to the amount of effort you are willing to put forth to make it a reality.

As an example, there are many code resources that can be used and integrated with Torque in order to modify, replace, or build in certain functionalities.

There is indeed a resource that allows an isometric viewpoint, and just about any other camera angle you could want.

While it is true that Torque was originally built for an FPS (Tribes 2), it is by no means limited to ONLY that - the only limiting factor is your imagination.

Here is a good example of the kind of ingenuity you would find among your fellow Torque developers.

Browse the Resource section for a look at what is available to Torque - there's quite a hefty list. =)

The sky is the limit.

~Hope this helps

P.S.

Welcome to Garage Games. =)
#2
07/29/2004 (12:08 pm)
Here is an even better idea of the extensibility of Torque into realms well outside of the FPS genre.

Just because it's called a "mission editor" doesn't mean that you have to use it to create mission-based games, just like the word "interior" doesn't necessarily mean that everything you create in QuArK will be an "interior".
#3
07/29/2004 (12:18 pm)
The mission editor is just the name, its not like you have to have a mission, its just the level editor.
#4
07/29/2004 (12:30 pm)
Here's another screenshot/description of a non-FPS game (a 3D board game).

-ner
#5
07/29/2004 (1:55 pm)
Strangely enough, Melv is one of the forces behind both Torque 2D and Strategem.

Coincidence? I think not!
#6
07/29/2004 (10:45 pm)
Thank you all for your responses.

After looking at the Demo Application and other code samples I've noticed that none of them have a main()/WinMain() function and do not compile into an executable. Do I always need to include the Torque source code in my apps to access the provided main/WinMain?

The code samples I've viewed seem to create new objects and then show how to access them via script, but I'm still unsure on how I go about initializing the torque engine in terms of loading a map, setting up a camera, loading models, etc.

Am I making any sense?

Regards,



Michael
#7
07/29/2004 (11:00 pm)
Look in example/main.cs (script) and you will see it calls onstart, that file is basically the start of where the script execution gets called.

If you want the mainloop in the C++ code, look in engine/game/main.cc, you'll notice that calls main.cs