2d In Torque Game Engine
by Alex Pennington · in Technical Issues · 01/06/2008 (12:52 pm) · 3 replies
I have another question for the Torque gurus out there. I am a huge fan of the Resident Evil series. The whole concept of puzzles and inventory management while in a life or death survival horror is such an immersing effect. It's so realistic, unlike some games where you can hold infinite items, you have to plan, you usually can't kill everything so you really have to think about your course of action to survive. Well rambling aside, I was wondering how you would implement a puzzle system or an inventory system? These would be best made in 2d, unless you are examining the item there is no need for 3d in the majority of inventory systems, even most little puzzles are best designed in 2d. Also things like interactive computer monitors are best in 2d, they have something like this in a game engine called C4, they call them panels. Also things like HUD's, those are best in 2d as well. What my question for you guys is this, how best would you create 2d content like what I spoke of in Torque Game Engine. Some theory I have is this, use dynamically generated textures and UV map them, however I know this idea is not a good one, since I can imagine the rendering time would be amplified. So then I thought about a 2d plotter engine or something, that brought me to my next discovery; why not use Torque Game Builder? I know with pro you can compile the code and import it into Torque Game Engine, so I could then maybe design the puzzle or inventory system with an interface (internally, in the code so I can modify the inventory) and just import and reference it in Torque Game Engine. I figure that since both use Torque Script it should be easy enough. So if you guys can give me any ideas on what you may have done or give me some advice on how this will or will not work and some alternatives I'd greatly appreciate it.
Thanks,
--Alex
Thanks,
--Alex
#2
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5129
That makes a MOD, which you probably won't want to do (you'll want to integrate the 2d puzzles alongside the 2.5/3d environment). That may be a good place to start to understand how to write your own GUI controls from scratch.
From there you would want to integrate that GUI control into a standard 3d world (ala starter.fps or something) and be able to walk up to something (a tick tack toe game laying on a table) and press a button to POP that control onto the screen (make it visible). Your game manager would need to be able to handle this 'mini-game' and keep track of whether it is complete or not, so you can unlock the next part of the game (or spawn a new monster if they get it wrong?).
Food for thought :)
01/06/2008 (2:09 pm)
As far as a non-3d game with TGE, check out the "Tick Tack Toe" resource for torque. http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5129
That makes a MOD, which you probably won't want to do (you'll want to integrate the 2d puzzles alongside the 2.5/3d environment). That may be a good place to start to understand how to write your own GUI controls from scratch.
From there you would want to integrate that GUI control into a standard 3d world (ala starter.fps or something) and be able to walk up to something (a tick tack toe game laying on a table) and press a button to POP that control onto the screen (make it visible). Your game manager would need to be able to handle this 'mini-game' and keep track of whether it is complete or not, so you can unlock the next part of the game (or spawn a new monster if they get it wrong?).
Food for thought :)
#3
Thanks for the help guys, I really appreciate it,
--Alex
01/08/2008 (8:10 am)
So the GUI system sounds pretty amazing from what I'm understanding, I'll look into it. From what I understand about the Tic Tac Toe demo thing you would use the mod for the ability to do canvas painting in TGE, right? Also I know a bit about C++ and alot about C, so if it means getting my hands dirty with the source code i'm down for it. Just for reference though, would it be wise for me to get TGB to design these puzzle games in and then export them to TGE? I don't mind spending the extra money if it means being able to abstract the development of puzzles from the game itself, especially if it can be straight imported like it says.Thanks for the help guys, I really appreciate it,
--Alex
Torque Owner Ed Johnson
As far as puzzles go, that is going to be completely up to what kind of puzzles you have... if they're 3d puzzles (like in an action platformer), that is realtively easy out of the box, compared to writing a whole new 2d rendering layer to throw 2d puzzles onto. As far as the inventory/menu system though, that can all be done with the GUI controls. Check out this inventory resource for an idea of where to start.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1862
I have played Parasite Eve, which I believe has very similar game mechanics (and is also a survival-horror), so I sort of understand what you're looking for in a menu/inventory. I'm sure you'd like to be able to equipt weapons through it, reload weapons, modify weapons with add-ons (P.E. let you do this), use items from your inventory(potion, key), use special abilities, etc.
Keep us posted on what you find out!