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Ico using torque?

by Michael Hall · in Torque Game Engine · 08/04/2004 (12:04 am) · 1 replies

I am a massive fan of this game and have decided to use torque to recreate a simplified first person version of it.

My questions are:

1) How low level would the modifications be to allow torque to be used in a third person perspective with (I still want some third person aspects in it)?

2) Just how do i import my worldcraft\hammer maps into torque?

3) How do the physics work in torque?

4) Is such a project viable in torque

5) How do I disable the editors in my game when I release it and how do I encrypt any graphics\data?

Even though I have bought a license I am still evaulating competing engines such as irrlicht @ ogre @ neoengine. This project may end up as part of my final year project for my degree in Computer Science, so it is very important I choose the best engine.


PS NO BIAS PLEASE :-P

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#1
08/04/2004 (6:51 am)
My main comment is on the idea of moving Ico to a first-person title. Since the emphasis is on protecting Yorda AND solving puzzles, moving it into the FP realm means that you're giving up being able to see whether she's in trouble while you solve a puzzle. It takes away the major gameplay element behind the entire game. If you take that away, you basically only have a pretty picture with nothing to accomplish.

Some of your major work will be in controlling your pathing for ladders and ropes and the like.

1. Press TAB and you'll move into third-person mode. You can use some of the camera resources like Advanced Camera, Cinematic Camera, Advanced Camera Orbit mode and God View Camera to work with it the way you want. You should also look at the mission file for the tutorial level to see how the pathing was done.

2. Reading through the documentation will help you greatly here. Ken Finney's 3D Game Programming All in One will also help with the basics like this. Basically, you put them into your example/starter//data/interiors directory and load them via the world editor.

3. Someone else will have to answer this since I've only used the stock physics in the examples. Most of my tinkering has been on the camera level and the base physics have worked more than adequately for what I've needed. For some of the puzzles in Ico, you'll need a to get quite familiar with the physics model and add to it rather extensively.

4. Sure. The areas in Ico are rather small, though highly detailed. As long as you work your assets right, you should be able to do it. It will not be easy by any means, but TGE's a viable engine for what you want.

5. Here's one way. Use the forum search feature. It will make your life much, much easier.

As for TGE vs the "other" engines, TGE is a game engine with tested technology behind it and a solid core design. It was made as a gaming engine rather than a rendering engine like Ogre. Irrlicht is a nice engine, but it's still going through the "new engine growing pains." It's a great start, but it's still in its infancy. Still, it's probably my favorite free engine. Neoengine is also a nice engine, but I still prefer the ease of use and coding style put into Irrlicht more. The camerawork is easier to use in both Irrlicht and Neo, but it's not nearly as controllable (though Neo has some interesting camera bindings in LUA). I'm not sure about artpath tools for Neo since I used existing artwork, but I do know that the Lightwave, Maya, and 3DS tools are much better for Torque than they are for both Neo and Irrlicht (though Irrlicht does have good 3DS integration for levels, as long as you make sure you don't go crazy in max with a high-poly level model).

In Ogre, Neo, and Irrlicht, you'll be coding a number of tools to make your game integration easier where TGE already has a mission editor, world editor, and terrain editor built in. Using something like Matthew Fairfax's 3DS TGE will make your life easier, though, in that respect.