Game Development Community

Bad reviews

by Ben Ewing · in General Discussion · 08/31/2005 (6:55 am) · 50 replies

Ive read some bad reviews about Torque on Devmaster.com and I was wondering:Is the engine dated?
Is it hard to use? Or, are these people simply incompetent?
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#41
09/01/2005 (6:57 am)
Ya I understand that. Well I first tried HTML, the Qbasic, then Blitzbasic, and C.
#42
09/01/2005 (9:50 am)
I think the success of the games is helped somewhat by Garage Games support of the games and their marketing using published games to show off what their engines are capable of. You can produce good games with competing engines, but then your totaly on your own.

To me at least, in some ways this is more useful than the engine itself. With Aerial Antics which was produced with another engine, we got a lot more credibility and responses through being published by Garage Games than we have through our own efforts. Not that we really followed up on any of the opportunities.

The other thing in Torques favour is portability. You can produce games better or worse with other engines and with varying ammounts of difficulty, but very few are going to allow you to develop for the Mac, and certainly not consoles.

Sometimes you have to look a little further than just the engine and see what other advantages there are to be had on integrating it into your business plan.
#43
09/01/2005 (9:54 am)
Very good point Adrian. The process of creating a successful game development studio or just making a game as a hobbist is not just about choosing an engine and making a game. There are a lot more things to think about.
#44
09/01/2005 (10:59 am)
@ Peter: Ya, lets spend 500$ for the art plugin, and 4200$ to get the art tools ( Maya ) for the Nebula Device 2.. Great idea!.... And lets do that for each artist on the team.
#45
09/01/2005 (2:02 pm)
Interesting, I don't even own torque, so perhaps, you should shove you "Fan Boy" crap.

"Are releasing" Yep, and ID is going to GPL the Source for Quake 4... When is the question.. Cant start working with non existant tools now can you?

Limit my horizons huh? k, I'll keep that in mind...lol.

"What I tend to hate is the blinkered approach where apparently every other engine out there is useless or crap. This simply isn't true."

What a load of total BS.. Maybe the problem lies in the way you view things, I've never seen any one blindly follow torqu on these forums... Infact, I've licensed several non Torque engines based on what I've read here.

The GG employes had wonderfull things to say about the Reality Engine, as did the few members of the community who have actually worked with it.

The discussions on these forums with regard to game engines is relatively unbiased considering the location of the discussion. GG provides more than an engine with Torque, they provide a community, and on going support.

Perhaps you should crawl back in your hole, and go rant about fan boys else where.
#46
09/01/2005 (2:04 pm)
Speaking of other dev tools, Jeremy already mentioned it, Blitz3D is pretty intuitive for beginner to intermediate programmers and has a exceptional 3dsmax exporter created by one of the people in the community. Were using it as the basis of our new TGE art path since the .b3d format is public domain.

Quite a few succesful casual games come from there, and the b3d pipeline exporter with extensions gives you a particularly powerfull set of art tools that compliment both artists and programers productivity very well. Tools that were hoping to bring to the torque community somwhere down the line :).
#47
09/01/2005 (2:52 pm)
@ Peter

I had never heard of Nebula until now as far as I can remember. I haven't heard of any of the games produced with it although some of them seem to be fairly successful on the PC. It looks pretty good though. Free, cross platform, and includes some next generation features.
#48
09/01/2005 (3:09 pm)
N2 is good, and has some great features, but art path = $, and from what I understand, a blender or xsi exporter for it would be opening a rather large can of worms.
#49
09/01/2005 (7:16 pm)
@Ryan: Your response to Peter was pretty uncalled for. He made valid points about the community here (it DOES tend to favor Torque strongly over other engines, but then again it is a Torque platform), and he was simply pointing out his experiences with an engine that was mentioned.

@Peter: Your post did have overtones of being patronizing to Ryan, and while he went overboard, I can see why your post caught his attention in the way it did. He is also correct, there is no "blind fanboyism" of any meaningful content, and there isn't any reason to bring it up again and again and again (we seem to see this comment from you roughly bi-monthly to quarterly).

@Everyone: Please keep things on a professional level, even if someone's post content or style does set you off--it helps keeps the forums from turning to flame fests!
#50
09/01/2005 (9:56 pm)
I nearly always consider Input vs. Output and for the small input of the license fee; the output is so much greater than I expected. Our Team investigated other engines available at the time and decided the most 'bang for the buck' was located with positioning ourselves along side the OEM of the engine. Indeed just a 2 years ago the 'retail' products available to help developers along were scant, but things have changed since then, and I guess this is what I feel the negative reviews are reflecting. Namely a 'blind's eye' to the growth of core products, enabling the developer to create their 'vision' of what their game/product.

Since our involvement with the engine I've witnessed tremendous growth in the Art Pipelilne and now some retail products; directly linked to the core product, which function great and are professionally done. I don't know what more folks could expect, er, well, I do really... Now, there are more tools advancing along, more growth. I don't see it ending, and certainly don't feel I'm being 'swindled'[good observation, Joe!], because...

What I also think some are missing is the Value embedded with this concept of a core product technology and the increasing 'spokes' radiating off this 'hub'. I hope this trend shows no sign of leveling...;). With such talented individuals employed, all sharing a common desire to create games as they believe they should be, it won't.

It's not that I believe these 'other' engines aren't capable of attaining a success level with their approaches or product line[line as in more than one...;)], it's that I feel that GG and this concept and execution is the way my game should be created. I believe in this concept of enablment by seasoned professionals. What better experts to seek guidance from???

I am glad that there are free Resources, retail products, and a live and posting environment to also further along the Process. At first I was fairly astonished at how much programming was needed to get things rolling[in the context of "no point and click functionality"], but now understanding why things were left as they were; to allow me to create as I like...Thanks GG.

Rex
PS, love to see the Milkshape stock exporter brought up to DTSPlus!+ functionality....:). I still think I'm not eporting Blend Type sequence correctly for the engine with it...to me it's the last little piece of the Ms3d/DTS&DSQ Pipeline to be hammered smooth...;).
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