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Will Torque work for me??

by Williambraski · in General Discussion · 03/06/2005 (10:07 pm) · 1 replies

I'm lookin' around for a 3D engine to use in a indie game project (duh.) which a (small) group including myself (duh again) are currently doing preliminary gameplay design for (pens to paper only right now -- no art or anything on the technical side.)

Right now there's some debate with my crew over 3D engines. Since they all see me as the "guy behind the guy" I have been charged with researching the topic and essentially coming to a conclusion on what to use.

We don't need anything as fancy as TSE, ideally it has native network support and it also needs to be able to do cities which is the setting of the game. The first 2 I'm sure Torque 3D can handle in spades. The third is what I'm curious about.

Can Torque handle metro areas? The city will essentially be for moving from mission-to-mission City of Heroes style (another comparison we've used was New York in the console version of Spider-Man 2) and then you'll load into the actual play zone, which would be typical "level" like areas, with some ancillary gameplay taking place on the streets. It is multiplay but there won't be a huge client base playing at once, probably a max of 16 players. Nothing MMO scale. Ideally we can get it to scale in size depending on the amount of players, but that's on the "wish list" of features.

Personally I'm not so sure Torque will work for us, but it's been brought up in discussions and I wanted to get the opinion of those that know best.

If Torque isn't for us, would anyone have any suggestions we should look into?

Thanks in advance.

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#1
03/07/2005 (5:57 am)
Honestly I think Torque is very well suited for building metro environments. Something you or your artist for your project might look into are the tools Torque supports for building in game objects and models. The free program quark is an easy to use tool for making professional quality buildings for interaction with your game.

CoH style game play has your player moving about city zones and you can be teleported inside certain buildings for missions, because of this, you could model the outside of you buildings in a program like 3ds max or Maya and make the detailed indoor environments from a program like quark.

I'm working on a large scale building right now for a futuristic metro looking game and I plan on making a fair amount of these buildings to develop a city. Here are some samples of what I've done so far, hopefully they will give you an idea as to torques capability of portraying an metro environment. the building was made using quark.

http://img.photobucket.com/albums/v646/lastender/1.jpg (this first image is a perspective shot from outside the building.)

http://img.photobucket.com/albums/v646/lastender/2.jpg (this second image is an inside look at the building from the first image.)

http://img.photobucket.com/albums/v646/lastender/3.jpg (in this shot a bridge connects two of the buildings together.)

http://img.photobucket.com/albums/v646/lastender/4.jpg (to give you an idea of scale this is the default torque character standing by the building.)

Torque also has award winning network code integrated into the engine that would be very well suited for your needs. Torque really cant be beat as far as price quality and support go.