Questions about TGE (Torque Script, World Editor, support)
by Kim · in Torque Game Engine · 03/06/2007 (3:07 pm) · 2 replies
I've tried the Search features and such... I appologize if these questions have been addressed previously and I just didn't see them.
I've been checking around for solid game engines to use, and was impressed with TGE's demo/capabilities/(and yes, price ;) ) on lower-end systems. Our target market is not the "kids" with cash to burn, but a niche market of adults who are most likely using what is considered as more outdated computer systems. Using TGEA would eliminate a chunk of our target users right, but we were impressed with TGE itself and it will work just fine for our needs. I think... that's where the questions come in before we consider purchasing a license.
Questions:
1. Is there a user-friendly tool/third-party add-on that allows the end user (player) to create their own worlds, add objects, etc. (much like a World Editor)? We've found in the past that this target market puts a lot of emphasis on building their own worlds to extend playability of the game. Or, will we have to create our own World Editor for the player to use.
2. I may not understand the purpose of Torque Script very well, but what are the limits to Torque Script? Is Torque Script limited to such things as defining character AI only, or can it be used to create new features within the game (such as a new menu screen)? Need to know just how much work will need to be done in C++ to customize the game, versus sharing some of the work load to people who could learn and understand the Torque scripting language more easily. As I'm sure as well understood, programmers are scarce resource that best not be overburdened ;).
3. Is TGE going to continue to be supported here for at least a year, or is it being phased out by TGEA in short time?
Thank you very much.
I've been checking around for solid game engines to use, and was impressed with TGE's demo/capabilities/(and yes, price ;) ) on lower-end systems. Our target market is not the "kids" with cash to burn, but a niche market of adults who are most likely using what is considered as more outdated computer systems. Using TGEA would eliminate a chunk of our target users right, but we were impressed with TGE itself and it will work just fine for our needs. I think... that's where the questions come in before we consider purchasing a license.
Questions:
1. Is there a user-friendly tool/third-party add-on that allows the end user (player) to create their own worlds, add objects, etc. (much like a World Editor)? We've found in the past that this target market puts a lot of emphasis on building their own worlds to extend playability of the game. Or, will we have to create our own World Editor for the player to use.
2. I may not understand the purpose of Torque Script very well, but what are the limits to Torque Script? Is Torque Script limited to such things as defining character AI only, or can it be used to create new features within the game (such as a new menu screen)? Need to know just how much work will need to be done in C++ to customize the game, versus sharing some of the work load to people who could learn and understand the Torque scripting language more easily. As I'm sure as well understood, programmers are scarce resource that best not be overburdened ;).
3. Is TGE going to continue to be supported here for at least a year, or is it being phased out by TGEA in short time?
Thank you very much.
Associate Matt Fairfax
PopCap
2) You can certainly create a new menu screen with TorqueScript =) As we like to say, TorqueScript is the glue that puts everything together and tells it how to behave. This covers everything from instantiating new objects, setting data values, and writing logic on how things interact (gameplay, menus, clicking a button, etc). There will be times when you will need to write new C++ but this is mostly when you go outside of the bounds of the current engine's capabilities (such as need a new physics model or doing an RTS). Even within the "confines" of what the engine is capable of you can do a *lot* with some clever trickery. I suggest you start opening up some of the .cs files that you'll find in the demo and take a look at all of the things you can do with TorqueScript. You can also hit your local bookstore and flip through "3D Game Programming All in One" or "Game Programmers Guide to Torque" which only cover things you can do in TorqueScript (you'll be impressed at how extensive it is =).
3) Currently there are plans to keep TGE around for at least a year...probably longer =) We would like to always have a low cost indie engine that is accessible for everyone and a higher cost engine with all of the bells and whistles and latest/greatest new features. What those will look like in the future is hard to tell but we have ideas!