Game Development Community

Torque: Most Difficult to develop with??

by DarqueLord · in General Discussion · 11/13/2008 (9:49 am) · 5 replies

I have heard from different coders that to make a game with Torque would be extremely difficult. The code is not clean and or a jumble of past stuff with newer code piled on the new versions. I want to create a 3rd person action adventure game that would include things I know Torque advanced cant do out of the Box. Some say this would be too difficult without an expert in both c++ and Torquescript. I wanted to get some other TGEA and TGE users reactions to these statements. What do you think?

#1
11/13/2008 (10:24 am)
Quote:The code is not clean and or a jumble of past stuff with newer code piled on the new versions.

Whether these statements are true or not, the truth is that many game engines cannot do what you want them to out-of-the-box. Unreal, Source, Doom, and any other "big name" engine is going to have to be modified to suit your needs.

Quote:Some say this would be too difficult without an expert in both c++ and Torquescript.

I think this would be true even of the engines mentioned above. Clean code or not, certain things you might want to do will take coding skill.

I guess all I'm really trying to say is, the coding skill require will probably be about on the same level for any engine. I don't personally think that Torque's code is particularly bad.
#2
11/13/2008 (10:38 am)
I disagree, out of all the game engines I have used in the past I think torque is the most easly to develope with.

It has a shit ton of resources to get you started in the right direction as well as various other things to help you on the way. Its one of the more noob friendlier engines and well developers tend to think the engine they use is the best... so yeah.. torque is the best.. why else do I use it?

Bottom line, price for performance you cant beat.. further more your still going to need to learn how the engine works before you start making a game with it.. and that goes for any engine.

Torque can handle your game just as well as any other engine!
#3
11/13/2008 (5:00 pm)
I've read that Unreal 2.x tech let you create Unreal Tournament-like games out of the box - everything else was Real Work. I've also read that Unreal 3 tech gave you a Gears of War construction kit. Most engines involve Real Work to make something unique ;)
#4
11/14/2008 (1:53 pm)
Thanks for the input. My team and I want to license TGEA for our project. I have used TGE for a while putting together a Prototype for our Presentation to Investors. I want to be able to give some as accurate dates as possible for each aspect of what we are going to be doing. I am fully aware of the Mods that will have to be done to achieve the gameplay mechanics that we desire. I was certain that I was gonna need a very skilled coder and it seems I was right. Im gonna probably need to hire 3 or 4 at least. Look for my team in the near future.... DL out.
#5
11/24/2008 (2:45 pm)
@Ronnie
You could make the equivalent of mods with the same features within the limitations to UnrealScript for Unreal since that was by design; same with Quake and Torque. But doing something like hiding in shadows in Splinter Cell was something that required a very dedicated team of programmers to rework the Unreal source to get that functionality into the engine. There wasn't really a GoW construction kit so much as the upheaval of lawsuits and unhappiness among the Unreal 3 licensees that put Epic in an uncomfortable position and they released the source of GoW to the licensees to help satiate some of the issues.