Game Development Community

So who's making games out there anyway?

by Andy Hawkins · in General Discussion · 07/12/2005 (11:17 pm) · 38 replies

I wanted people to write in and tell us all...
- what game they are working on (type / torque tools used)
- when they expect it to be released
- how much they plan to sell it for
- how they are going to market it etc.

It would be an interesting study to see what Torque is being used for.

It seems that a lot of people are still struggling with the code / learning the code / learning the engine and are a long way from releasing a game.

Please feel free to elaborate - I think an open forum on where we are all at will be good for the Torque community. It's just that I fear there are many people out there overwhelmed by the sheer depth of Torque and game development it might be good to put things in perspective and maybe help a few people stay on track.

Please don't discuss delicate IP issues however. For example when talking about what type of game, maybe just say a Sci Fi FPS, rather than saying, a epic saga of love, death, life and riches as the player flies from one end of the universe to the other in an attempt to rescue the beautiful princess Daphina from the ruthless Dr Drago!

Andy H.
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#1
07/12/2005 (11:42 pm)
Well, i'm working on the game:
-The Third Reich. A very realism heavy WW2 game(i know, i know). its FPS, but rather than a traditional run and gun or arcadey feel, we're putting a heavy focus on realism and accuracy.
-Current plans plot for a 2006 release, though that may change.
-FREE! We used to be a mod, and to keep that tradition going, TTR is going to be(at least the multiplayer only side) free of charge. its possible that if we where to make a specialized single player campaign, we would charge for that. but bot play and playing online multiplayer will be offered free of charge :)
-We arent sure as of yet how we'll market it, but i'd imagine through GG, pending they're willing when we get there :)

While its been somewhat slow, we're gathering speed on develipment with Torque as we get more and more used to the engine and tools, and streamlining the work process.(though we still need more people. if you wanna help out, track me down and talk to me :P )

hope that's enough info for yas
#2
07/13/2005 (2:24 pm)
Not currenly using Torque for our game (we're evaluating it for our next project), but our current projects are:

Rumble Box
www.phackett.com/rumblebox
Rumble Box is a fast paced 3D action beat-em-up with a unique premise:
all of the characters are made of simple objects which stay around
in the level even after the character is defeated. The objects pile up,
changing the gameplay landscape and altering your combat tactics.
The game takes place inside a giant box, and the ultimate goal
of the game is to pile up enough defeated enemies to get out of the box.
- The new release is coming out this week
- Free, began as a student project
- All internally developed engine (Physics and Graphics)

Lemmon's Workbench
A 2D puzzle game. Currently in early production using the PopCap Developers Framework.
- Should be playable before the September 6th IGF deadline
- Considering possible online sales, either through a publisher or self-published
- Designed for downloadable (free and purchased) puzzle packs, extending the life and revenue of the title.

Goblin (Tentative Title)
Can't say much about this title, but it will probably be our next project in Torque2D.
- Release slated for Summer 2006
#3
07/13/2005 (7:37 pm)
I'm working on a minigolf game. I started it this century and I plan to finish it this century too :^)

Torque 2D looks good - I think I'll do a game with it next.
#4
07/13/2005 (10:30 pm)
What are these games you speak of?

I think there's a lot in development - but the thing with indie game development is that less than 5% of them cross the finish line, REGARDLESS of engine. I was pretty astonished by this fact myself, when I first "discovered" the indie game "industry" a year and a half ago. I visited several different communities - of which GarageGames is only one (though a very helpful and friendly one), and the story was the same. There is a bit more success in the 2D gaming realm than the 3D one.

Here's what I can figure:

Game Development is HARD WORK. The first 20% of the job is really fun, and the rest is a pain in the derrier. Most people who don't know better assume that they are "almost done" at that 20% stage, and then have no clue why the game is making almost no progress after that. They become disheartened and give due to the apparent lack of progress (after seeing things come together so rapidly before that). 3D games are worse than 2D games. And Torque is NOT a simple engine. It's "industrial strength," with all the promise and trouble that this implies.

As for me - I'm working on something that's going to break the mold a bit, but it's an RPG, which is going to take a lot of extra work. RPGs are extremely content-intensive. I'm hoping to have it ready to release by fall NEXT year. I'm using Torque, and I'd be terrified without having such a robust game engine to work with for attempting what I'm doing. Actually, I'm terrified ANYWAY - who am I kidding? It may not pan out. But this is my second (commercial) indie game, and about my tenth commercial game altogether, so I'm cautiously optimistic.
#5
07/14/2005 (9:44 am)
@ Jay wow ten games. whatother games have you done?
#6
07/14/2005 (9:57 am)
Twisted Metal (Playstation), Jet Moto (Playstation), Warhawk (Playstation), Outwars (PC), Snowmobile Racing (PC), Snowmobile Championship 2000 (PC), Animorphs (Playstation), Extreme Championship Wrestling 2: Anarchy Rulz (Dreamcast), Void War (PC).

And I STILL don't feel like I know what I'm doing half the time!
#7
07/14/2005 (10:07 am)
Torque 2D Games

- "Ghost Mine" (Working Title)

A 2D (simulated ISO) Diablo Style Action RPG game. Basically Diablo meets Resident Evil in a 2D "Ghost Mine" environment. Involves some basic RPG like skills as well as plans for delving into the RPG aspect a little more with some crafting, maintainance, and repair skills (finding and repairing guns, possibly modifying them to a point while in the Ghost Mine/Town). It will be fairly story driven, attempting to capture a bit of a cinematic feel with a lot of fast paced action (good ole zombie/ghost/evil creature killing). The character art and animation is being done by hand (to gain a unique style) by an artist thats done freelance work for Disney for years and the environments will be mainly rendered.

Expected Release: Plans for a demo by IGC, release towards the end of 2005 to the start of 2006

- "Magic Boxes" (Working Title)

Based off of a 2 1/2 hour GID, a bunch of bouncing boxes that change color, you must grab the right color and drop it in the "box" and it falls down a simplistic pinball style area and scores points. A lot of design ideas are being added to this, including much larger levels that you can scroll around in (RTS style, move your mouse on the border and it will move the camera). A minimap is being added so you can see where the boxes are and click to move instantly to a spot. The boxes will also follow different patterns for levels, a circle level is being worked on so the boxes constantly flow around the circle, half in one direction, the other half in the other. Bonus points will be given based on how quick you can get boxes and how many in a row, special boxes will also be floating around, one will freeze the boxes in space for a certain ammount of time. Other ideas are being conceptualized (such as a net that can grab a bunch of boxes).

Expected Release: Plans for a demo by IGC, release towards the end of 2005

- "Supply Run" or "Intergalactic Supply Run" or "Galactic Supply Run" (All Working Titles - possible complete titles)

A 2D space game, top down view. You are a pilot and you must carry cargo from planet to planet. There will be a variety of options, from taking on jobs, or doing independent trading to try and make some profit, a bit of a sim aspect. The fun comes in when you need to get from planet A to planet B, you must travel through hazards in almost a top down shooter style. Pirates will try and steal your cargo, damage your hull, cripple your ship. You will be able to upgrade your ship with shielding, guns, and boosters. You will also be able buy additional ships as well as cargo freights (though will cripple your manuvering). If you choose to avoid open space and go through the dangerous asteroid belt (void of pirates) you will have to dodge and destroy asteroid before they destroy your ship. Options will be given to get bounties for pirates, quests to help planets in war, a bit of action, sim, and RPG, though still in a game that could be played casually.

Expected Release: Plans for a demo by IGC, release towards the end of 2005

Also working on "Snappy" main character prototype for Joshua Dallman, which looks to be a very fun idea, though thats his game :)



Torque 3D

- "Colony Wars" (working title)

My college final project (along with a group of classmates). A FPS game in which you are thrown in a mission with certain tactics in mind, such as ensuring supply routes, crippling troop supply, etc. The game missions will start you with a certain supply ammount (of suppies and troop allies) depending on your success in the previous missions.

Expected Release: The game is planned to be done by IGC (which happens to be the weekend before my last week of college classes). It will be a free, community released game.

Another Torque 3D game is in the works, possibly with some funding.
#8
07/14/2005 (10:17 am)
Torque 3D

- Name yet unannouced.

Our team is working on a humorous/hardcore-action mix fps. We plan to enter the first 2-3 levels in the 4 elements contest on gamedev.net. Meaning, we have a VERY short timeline. We'll see how it goes but so far so good.

After that, we plan to finish the rest of the game by late winter - spring. Then we'll decide on where to go next.
#9
07/14/2005 (11:47 am)
- what game they are working on (type / torque tools used)

UnEarthed Gods (working title) - You play a monk to an ancient goddess and learn the secrets of an unexplored wizard's tower.

It's an action adventure rpg using a heavily modified Torgue Game engine 1.3 release, custom particle editor / fx light editor / explosion editor. Still using the trial version of Show Tool, but will probably buy it when that runs out.

- when they expect it to be released
end of 2005.

- how much they plan to sell it for
undecided.

- how they are going to market it etc.
press releases / magazine adds / articles / partnerships / interviews / any and everyway possible
#10
07/14/2005 (11:58 am)
Mythos: The Demon Hunters
A 3d Platformer

An unnamed 2D RPG/Stragety/Tactics game

An Doom T2D which will never see the light of day, but the code and expirence will be the foundation of another multiplayer T2D shooter.
www.garagegames.com/blogs/23403/8202
#11
07/14/2005 (4:49 pm)
@Jay - now you could give everyone else lots of advice on getting these games to the finish line considering the amount of titles you've worked on.

@ matthew - sheesh! Thats a lot of game. Keep us informed so we can try the games out.

@ everyone - thanks for the info so far. it's good to see everyone's beaverng away at new games.

@ chris - nice car :)
#12
07/14/2005 (7:36 pm)
I'd give the same advice that has been given many times on these forums and these plans from some experienced game developers.

Some great advice:
www.scaryhead.com/Journals/ShowJournalPost.aspx?PostID=9

Scope is the main thing that people screw up on. Big time. You have to scope a game to within the limitations of your team (or maybe SLIGHTLY beyond 'em --- after all, we do want to push ourselves).

The comments Phil and Dan made about prototype time vs. 'feature complete' time vs. 'polished and complete' time on the above link are PRICELESS. Dan's equation (which is not far off IMO):
For each week it takes you to prototype:
Add two weeks to get it from prototype to feature-complete
Add two months to get it from feature-complete to polished + ready to ship.

Assuming 4.5 weeks per month, then that means for every week you spend prototyping, that's 11 additional weeks getting it to completion.

So you have these groups spending 6 months to get their game to the "almost done" stage (which is too often what we'd call the "prototype" stage), they've still got six more years of dedicated effort left to get it ready to go.

That's a problem.

So if you want to finish your game inside of a year, that's just one month of prototyping time. Now, there's SOME "slush time" that could be spent just learning the tools, learning how to program in Torque, or create respectable-looking models or interiors or animations. So if you are new to it, the prototyping time could take a bit more as it's combined with an education. But I think that's a really good metric for determining scope.

And I think an oversized scope is the #1 reason for game project failure. (Probably the same could be said of any kind of software development).
#13
07/14/2005 (8:05 pm)
Illumina - First person shooter with a plethora of vehicles and weapons, squad-based gameplay, and large indoor/outdoor levels.

Shelled! - 3rd/first person shooter. Basicly a 3D scortched earth; I've never played that game, but Shelled! is already damn fun to play. :)
#14
07/14/2005 (8:53 pm)
All of the branches under Star Cave Studios are working on:

Illumina

Camelot Galway - City of the Tribes

Terra: Formations
#15
07/14/2005 (9:48 pm)
As of now, I don't own the Torque, but that will change within the month.

Game that I'm working on: Ebola, a board game much like checkers.
I'm using C++ to code that game.
Marketing plans: a combination of website, swap meets, and Ebay.
#16
07/15/2005 (6:00 am)
www.11series.com Excuse our mess. The website is currently be done.

Adventures in Purgatory
The first Film Noir game.
Being built on the torque game engine
RPG/Adventure style

We will be releasing the game first as a short demo to peak the interests of companies looking to get into the game market, and who may be willing to invest on a project which can provide a proof of concept.

We plan to market the game by releasing public demos for each milestone build over milestone 2 which will be about every month. This will get us valuable feed back and earn us a potential following and fan base, who may or may not spread the word about us.

Mainly my problem has been wading through all the scripts that come with the starter.fps kit. It has a bunch of functionality we don't need and the code has been getting incredibly messy, so we have decided to strip down to basic console functionality and within a day we were able to get the game engine back to basic movements, getting our player model in, recoding the physics, and implementing the toolset. From here we can feel free to organize and code our game any way we like.
#17
07/15/2005 (6:02 am)
I'm working on a few things for work and personal, but can't talk about it. :)
#18
07/15/2005 (7:18 am)
@ Jay wow man you've done a lot makes me feel like a slob :)

I'm working on my first two titles

Hero:Defenders of Russia is a world war II shooter set on the russian front. You play as several russian soldiers during thier exploits in episodes during WW2. btw I started this game before Call of Duty or 1942. They just kinda beat me to the punch....

Armors: Mechanized Combat is an anime inspired real time strategy game. (with help from the torqe SK I'm hoping for dev time being a year or less) In the game you control giant robots in combat. The game is fairly story driven and the ace in hole as it were will be the duels.... more infos available at

http://www.nothinglikeitgames.com/armors.htm
#19
07/15/2005 (7:59 am)
Well im just getting started using a raw engine vs modding.. so the process is still slow for me ATM.

I have been lead level designer on a NWN mod for 3+ years www.dormaeglinunderdark.com/
Just this morning I found out we will be featured on the Bioware wednesday newsletter. A second time for us :)

Learned a ton working on a few mods prior to dor though. If the team isnt unified and cant jam together your hosed.

My current project is in t2d and is a topdown squad vs sqaud shooter with hover vehicles. I was always a fan of skiiing back in tribes and once I have access to clamp im gonna build some ramps around the maps. Im a a skater and want to bring the feel of rocking a skatepark in tony hawk to a 2d game. I'll do it in a style similar to how sonic moved.

The maps will be multilevel and organized as stratus of planes representing various levels of a reality organized between black and white planes as the start points.

I am fleshing out the final details in my concept class this quarter. I'd like to have it ready for beta by january. Not really setting a final date yet since its just to early.

- J
#20
07/15/2005 (11:22 am)
Quote:I'm working on a few things for work and personal, but can't talk about it. :)
aww what a tease!
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