Game Development Community

Coding/Content Packs ... opinions

by Matthew Langley · in Torque Game Builder · 04/08/2005 (12:45 am) · 26 replies

Ok... well I know theres a lot of things people are wanting... like pathfinding, etc etc... some of these features are very game dependant...

I'm considering creating some editing tools/features/code pack(s) to sell (at a very low price) for T2D... that will allow you to add some of these features to any game

now heres just a question... if you were shopping for these things which type of pack would attract you the most

seperate code / tool packs so you can pick smaller sets
combined code/tool packs
combined code/tool plus art packs
or possibly the traditional RTS/RPG Starter Kits (which would include some code/tools and art for the genre)... but specifically for T2D....

now the small code packs would obviously be the least, going up to the starter kits being the most (though still very cheap)... so I'm just interested in getting some input on what would appeal to you all the most... that is if you were interested in investing into something like this

they would all be very complete and tested, etc etc, or I wouldn't release them... before I work any more details on this I wanted to get some feedback about this

About the author

Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.

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#21
04/08/2005 (9:21 pm)
Matthew Kee has it dead on, a lot of development takes several months so things start a lot earlier than most people think... like T2D started months and months ago ... a year now ?
#22
04/09/2005 (2:08 pm)
I think what I will do is keep documentation of every step my team goes through to make our game... as well as ensure the code is as modular as possible... then when it is finished examine the possiblities then... a book on making a game step by step (would be as simple as compiling my documentation and refining/adding to it), code packs, etc... also see what GG thinks at that time based on T2D's status :) thx for the advice everyone!
#23
04/09/2005 (3:27 pm)
Just joining in on this. what would people want from a 2d art pack?

other game packs might be a racing one or a puzzle pack(drop blocks ala tetris etc).
#24
04/09/2005 (3:43 pm)
Wouldnt a book on T2D violate the EULA?

I think that pathfinding should be part of T2D itself. Maybe not a higly complex "game specfic" one, but a " Make this object go from point A to point B at a certain rate while avoiding all non-empty tiles or tiles with collision on, on a specified layer" one, but has hooks to be expandable for more game specfic pathfinding.
#25
04/09/2005 (4:09 pm)
The book would be in conjuction with GG if it were ever to even enter consideration and they would be able to validate it only got sold to those who have Torque 2D (or it could be packaged with it) ... could even be an e-book:)... though definately too early to even consider such... didn't think about the book thing until Matthew posted... holding off on any of this until I get my game finished.
#26
04/10/2005 (3:44 am)
I'd guess any book would either need to be an e-book so that it could talk about c++ code and scripting in depth (which would be really useful) and only sold to licensed t2d holders. I'm not sure, but there may be on demand print publishers as well, which may allow hard copy versions to be sold via the GG website.

If in the future a binary only version of t2d is released and the scripting restrictions lifted then the book can go down the same route as ken finney's 3d game programming all in one.

Still, all of this is assuming that the documentation is inadaquet for a beginner to learn from. Which even though the EA documentation is lacking, it has been extreamly useful, I can only imagine how good the final docs will be :) Also take into account the new toque dev network and a beginners t2d book may just be redundent.

A book like finney's was essential in my opinion for anyone beginning with TGE, however a t2d book may not be. If the basic documentation covers all the beginners stuff, this would always leave room for T2D books covering specific issues. Maybe something along the lines of creating a specific genre of game in depth. Who knows :P
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