Game Development Community

The look of Torque games

by Joe Bestor · in Torque Game Engine · 09/24/2004 (11:11 pm) · 26 replies

I do not want to create any enemies, however...

I'm concerned with what my game would look like if I used this engine. The games advertised here seem to be lacking in graphics when compared to most games you find on the retail shelf.

There's at least four areas where a games graphics can be limited: artwork, engine limitations, all dev decisions (bug and performance issues, money, D3D/OpenGL, etc.,) and user hardware/software limitations. Feel free to contribute more.

I'd like to find out how much is limited by this engine. What's the resolution and color limits?

Looks like the shader engine will resolve some of the engine limitations but hasn't shader technology only been around for less than two years, what were the big game companies doing before that as their games have a superior look?

Thanks!
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#21
09/27/2004 (8:56 am)
Lemme sum this entire thing up with this:

Remember the classic 8-bit Nintendo Entertainment System? Many of those games still look good today... and that's not due at all to the 'engine' that was used, however it was due to the team who worked on it and their dilligence to make something truly incredible and something that everyone will remember.

Torque gives one the ability to do pretty much whatever they want with it. Do I personally think not all games using TGE look good? Of course they don't. But then again, many games made with the Quake 3 engine looked like absolute crap. It really all goes down to how much the team wants their game to look like a specific vision. Some games are completed just to be done on a schedule... while in the industry this is something very important, in the indy world it's not as important (companies like 3D Realms are excluded from this, and I give them massive props for saying a game willy only be released when it is done).

To some up my speech here... the engine dosen't make a game look good. The developers do. You need to first design your entire game on paper, and find its requirements. Then, look at TGE and see if it does or can be made to do what you need it to do. If graphics are all your worried about for TGE's potential, then no worries, because once you understand TGE's limitations and possibilities for displaying graphics, you can make a game that is at AAA quality. Just make sure you understand what the engine can and can't do so you can find ways around what it can't do to make it do what you want it to!

Good luck in making games!!
#22
09/27/2004 (9:25 am)
Not all that hard to get Torque to look like Quake 3 ;)

www.rustycode.com/projects/q3torque/q3torque13.jpgwww.rustycode.com/projects/q3torque/q3torque15.jpg
#23
09/27/2004 (9:38 am)
Yup.. lots of amazing things you can do with some creativity and know-how! =)

(Nice shots, btw! What program did you guys make this DIF levels in? I've been using QuArK, but it tends to puke on geometry with that kind of complexity...)
#24
09/27/2004 (9:48 am)
T. Reimer: Yes, the screenshots from the lighting pack demonstrates an additional sense of realism.

M. Fairfax: YEAH!
#25
09/27/2004 (10:20 am)
Those shots from Matthew Fairfax used code he wrote that allowed him to use Quake 3 BSP files directly in Torque.. it has not been released at this time.

On the discussion of Graphics.... The current trend in MMORPG's has been the "reality" factor, until you look at World of Warcraft. www.worldofwarcraft.com Blizzard has created a graphics style that is pleasing and although not "realistic" provides an immersion factor that is pretty high compared to other MMORPG's out now..
#26
09/27/2004 (11:00 am)
Matthew's taunting us again!
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