Game Development Community

Advice on Torque

by Huy Lam · in Torque Game Engine · 07/13/2005 (1:57 am) · 12 replies

To the GarageGames Community,

Hi my name is Huy - a couple weeks back, I discovered the Torque Engine developed by GarageGames, and was absolutely dumbfounded by the power of the engine.

Being a 17 year old, I thought about actually doing Game Dev. realistically - and showed the demos of the engine to friends. At least, a group of us are interested in working together - though my thought of doing Game Dev. evolved from just a child's desire to do something. I've really thought of how I would approach this.

Especially the past few days, I have really thought this through - of how I'm going to go ahead with Game Dev. I'm strapped for cash, and would love to purchase the many add-ons to the engine - such as the RTS pack and the Content Pack. Being realistic, I wasn't going to buy a million lotto tickets - but think up about plans for sponsorship from various companies or persons - as well as a business plan that would work. The idea behind having sponsors is to raise money for me to purchase software and resources that I may require to successfully make a Game. This includes 3d modelling software, audio kits, engine add-ons, tutoring services and books, etc.

Again being a realist, I plan to learn and develop somewhat a complete game within 4 years of purchasing Torque, and 2 terms of 2 years to produce separate complete games that are of a higher calibre, perhaps even going retail after the 4 years of development.

Though so far, my business plan for both the sponsors/investors and myself seems somewhat flawless and impressive for someone of my age - I've yet to review it. Even with an impressive business plan, my skills within the gaming developing sector are limited. Like I said, I am only 17 - and being so, am very inexperienced with Gaming Developing. My computing knowledge is sharp - but when it comes to such things as Programming and Artistic Design - I tend to lack. I have read from feedback of GG Customers, who have reviewed that the Engine require very little coding - unless you plan to change the source code of the engine itself; and there is a community waiting and willingly to help anybody who requires help in any part of Game Dev.

But what I need advise on is, whether it's a good idea to actually invest in this - and whether it'll be worth it in the end. My cash is limited, and my skills are limited but I'm keen to learn how to well, do everything.

I know how everything works; I just don't exactly know how to do it. My lack of skills lies in:
Programming C++
3d Modelling
Concept Art Sketches and Artistic Sense
And probably a lot more.

I probably sound like the typical kid who wants to do big things, but I assure you - I have thoroughly thought this through, and am willing to get things started - but I would like advice.

I'm a more than capable person to learn anything within the computing world, and have a passion for computers. My only computing skills are mainly in the Multimedia Industry, whether that be video editing, audio manipulation, graphical designs and just plain gameplay.

My goal is to be able to produce a quality retail game within an 8 year period, 4 years of developing skills, 2 years to produce a quality game, and finally 2 years to produce a quality game that will be of retail status.

I seek the advice of the GarageGames communities, and most of you already have purchased the Torque Engine - would have recommendations, questions, constructive criticism and certainly just plain comments. I appreciate your time for reading, and please comment.

Yours Sincerely,
Huy
A Gaming Enthusiast.

About the author

Recent Threads


#1
07/13/2005 (2:03 am)
Start small, its the best advise i can give you. And don't try to learn everything at once.
#2
07/13/2005 (2:08 am)
I'm not learning everything at once, I stated that I will set out 4 years for developing my skills and the works.
#3
07/13/2005 (2:15 am)
Dont bother thinking about business plans either, I went down that route and found that without a product to sell its hard. You will benifit more from playing around with various pieces of software. Also without working on the business side of things the development side of things work alot faster.
#4
07/13/2005 (2:20 am)
Yeah, I'm planning to by the Torque Engine - whip up something; and make it look better with video editting.

But, I would like advice whether Torque is easy to learn and within the 4 years of developing I would be able to learn everything.
#5
07/13/2005 (2:35 am)
Is Torque easy?

No Torque will take a good amout of time effort and dedication to learn.
I can strongly advise you to buy "3D game programming All in One" by Kennith Finney.
This will give you a strong foundation to build upon.

Within 4 years?
You should be able to understand Torque alot sooner than 4 years. I have been messing with it for around 18 months and can now do the basics. It all depends on how much time you are willing to sacrifice for the cause.
#6
07/13/2005 (2:45 am)
Quote:
I probably sound like the typical kid who wants to do big things, but I assure you - I have thoroughly thought this through, and am willing to get things started - but I would like advice.

The typical kid can't spell, and wants to make the biggest games there is :)
Good luck with your endavonours!
#7
07/13/2005 (3:04 am)
Within 4 years, I hope to to be able to do everything - this includes; programming, 3d modelling, and the lot!

Thanks Stefan :)
#8
07/13/2005 (3:39 am)
Don't do everything yourself. that's pretty much the boat i'm in. But thats intentional. I don't want to get others involved with "my project" until it's a little more well founded. Once i'm sure it's something i "Can do" then i'll start to ask for assistance from others. But if you got a group a peers that wanna work on it. then go for it! but everyone needs to have their own thing to do. Can't have everyone wanting to do the programming or the modeling. I've wanted to make games since 1999 seriously. I've made several little demos over the years, some of which were made using HTML and Javascript. Those were fun little demos.

But alot of things get in my way, now i've made a bit of progress managing my free time and i think i finally am getting settled in to the flow of torque.

Also... a mistake nearly everyone makes "Oh gee lets make the coolest game ever" In one of my programming books i have, it says

"Your first 10 games will suck! get them done and over with so you can move on to making great games"


I've yet to make a complete game because i am focused on "making the one" However, i think i'm going to step away from my main project and make a few SIMPLE games to get thru the flow of game creation.
#9
07/13/2005 (4:12 am)
3D Game Programming All In One comes with a demo version of torque and all the extra tools you need to start off. Check out ebay or amazon.com and pick it up cheap ;) (Got mine for ~30 bux US)
#10
07/13/2005 (5:16 am)
I started programming back when I was 10-11 with BASIC simply making some text-based games (never bothered with graphics with them) and had quite a bit of fun. When I was 14-15, I started learning C++ so that I could work on some more advanced games than had ever been possible back in the BASIC days.

All I did was type "Game Programming" and "C++ Tutorials" into Google, spent about a week just researching a bunch of topics, reading various "How do I get started?" forum posts, and then I bought a single C++ book and worked my way through it. After about six months of learning C++, I thought I had a decent grasp of the core materials and went on to start graphics programming with the Win32 API (I picked up "Tricks of the Windows Game Programming Gurus" at this time, which I thought helped immensely) and then on to OpenGL using some tutorials over at http://nehe.gamedev.net.

Over the past four years I've just been working on a lot of small and large little coding projects; one of my biggest focuses that I found interesting was programming terrain engines, and eventually after two years of working with them I got to the point where I could write my own algorithm (which was kind of a love-baby between a number of the biggest algorithms at the time) that performed just as well as the best of the time. Soon after this (I had been writing a number of tutorials as I went along), I worked on a book of my own called "Focus on 3D Terrain Programming."

Basically, I just wanted to illustrate my own story so that you can see just how well hard work pays off. As long as you have the continuous dedication to want to become a game developer, you can do it. No matter what. After almost six years of very hard work, I have a better knowledge of programming than most of the students at my university, and I get to say that I'm a fully published author. Just work hard, and in four years, you may very well achieve your goal. :)
#11
07/13/2005 (8:07 pm)
WOW! Thanks for the feedback, I really do appreciate it.

@Ramen Sama
My initiate intention is to purchase the engine, fiddle around with it - for a short period of time (say 2-3 months or more) and then get my friends into it. It's no use getting your friends to do something with you, when not even one of you has any idea what to do.

It's true that it's very difficult to do and specialise everything within Game Development; but because -you could say- the "founder" of this Game Development team, I expect myself to either "know a little of everything - and everything about a little". That has always been my motto, which in my perspective is to basically learn everything - perhaps not in full; but enough to understand how it works, how it should be done, how it can be done and to have enough skills and knowledge to be able to offer guidance and suggestions on how to produce a certain thing. If I'm going to start a team of young Game Developers, it's my responsibility to know a foundation of all the skills involve for each particular person - and to substitute their particular focused skill in the field, if something were to happen to them. So it's rather important to me to learn everything - whether that be by myself, or with a partner.

I've also participated in private (closed) beta tests of many of the biggest games that on the market at the moment; this includes World of Warcraft, Warcraft 3, and Guild Wars - but these are just the big names of the games I've aided to the success of the games. I still participate in numerous private and public beta and alpha phases of games that are in development. Having a past in beta testing, I would have a great idea of what should be avoided in game development, and have an idea of what to expect on how to approach game development from a verse range of perspectives and approaches.

I totally agree with your advice on working on numerous smaller games with different concepts or architecture.

@Nathaniel "gnatinator" Sabanski
Thanks for your input, I'll take a look at that - sounds like a good kick starter.

@Trent Polack
I marvel at your young start into Programming, and I can only say that I wished I'd have discovered the Programming Language at such a young age. The furthest I have gone with BASIC Programming, is a simple "Click the Dot" game which simply produces a dot that dances around the screen - and you have to click on it, hence - it dances a lot faster and harder to click. Hopefully, I can be successful like you through perseverance!

I thank you all for your time and feedback, I hope others could comment as well. I really do appreciate your time taken into writing feedbacks.
#12
07/13/2005 (9:37 pm)
My advice is to learn how to program, then decide if you want to write games or what not.

Torque is not something you can do if you dont know how to program, so dont bother deciding to use torque until you learn how to code :)