Game Development Community

Fighting Game

by Armando Garcia · in Game Design and Creative Issues · 02/22/2007 (1:41 am) · 7 replies

Hi, i'm a newb at this site.


Anways, I'm planning to create a fighting game with the torque engine, but i'm wondering if its possible to create one.

#1
02/22/2007 (6:38 am)
You could do that, yes.
#2
02/22/2007 (6:37 pm)
I see, but wouldn't there be any limitiations from the torque game engine? I was thinking of using three dimensional stages with two-dimenisonal characters. Would the game engine be able to make it?
#3
02/22/2007 (8:58 pm)
You would need to have a talented programmer and a talented artist with intimate knowledge of DTS animation and a reworking of the collision system for the way your fighter works.

The engine is not the limitation. The limitation is experience. If you find an experienced programmer and artist, it could be done. I don't know any engine that makes fighting games "easily" since they are a niche and rather rare in comparison to other genres on the PC (and usually suffer from horrid controls on the PC).
#4
02/23/2007 (2:29 pm)
Collison System?

How would i do collisions?
#5
03/02/2007 (8:53 am)
What a question! a collision system is way of determining when (and what to do when) characters and objects collide. For a fighting game it's particularly important to code a good one, as a poor collisions will make your game unrealistic and frustrating to play. All in all, it's quite a complex part of the game engine.

Try buying a the books available on the GarageGames product page, studying them, and then put aside a long ammount of time to learn TorqueScript and C++ inside the Torque environment.

There really is no quick way to make a good computer game although Torque does a bloody good job of speeding things up. It provides the foundation for every game imaginable, meaning that although anything is possible, it takes a fair ammount of skill to 'mould' the engine into the shape you want. Luckily, there are lots of good resources and these forums, so learning all this isn't as painfull as I imagined.
#6
03/07/2007 (8:06 pm)
Does it take complete understanding of the Torque Game Engine Source Code to reshape it to a "usable" engine for a certain purpose.. Since I too am planning on making a fighting game but with RPG elements (sort of like Kingdom hearts but with combos)
#7
03/20/2007 (12:52 pm)
You don't need to go into the source code to make a game, although you will need to know how to code Torquescript and it wouldn't take a *complete* understanding of the engine and it's every feature.

My best advice would be to think about each different mechanism your game will need (collisions, damage, AI, PvP etc) and how best to achieve them in Torque. For instance, how does the player move the character and how is this implemented in Torquescript? How are the background elements rendered to the screen? If you can build a small protoype level of your character moving about in one of your environments, you can slowly add to this model until you have a character that moves around and has a few moves/combos. Then add another object (say, a punchbag) that has collision events set up for when the player hits it. Then turn the punch bag into a computer controlled character that moves around based on some basic AI scripting. Then give the NPC a weapon and make him fight back.

If you break your game down into little chunks, prototyping becomes a lot easier.