Genre kits in Torque X 3d
by LineCycleGames · in General Discussion · 08/06/2009 (3:52 pm) · 6 replies
Hey, I'm thinking about purchasing x3d, but before I do I'd like to know if any of the genre kits are available for this version.
I also saw an MMO kit on youtube and was going to download it and use it in the game engine, is that possible?
I'm not very experienced in game design other than knowing how to work XNA breifly, if anything, could someone point me in the direction of creating an rpg in torque x 3d.
Please tell me of all the add-ons that i can use in Torque X 3D.
Thanks!
I also saw an MMO kit on youtube and was going to download it and use it in the game engine, is that possible?
I'm not very experienced in game design other than knowing how to work XNA breifly, if anything, could someone point me in the direction of creating an rpg in torque x 3d.
Please tell me of all the add-ons that i can use in Torque X 3D.
Thanks!
#2
This might be a stupid question, but can you import your own assets into the genre kits provided by GG, as in models, textures etc..
08/06/2009 (7:50 pm)
Thanks for the help, it was either this or TGEA, and it looks like TGEA would be my best bet.This might be a stupid question, but can you import your own assets into the genre kits provided by GG, as in models, textures etc..
#3
No worries, yes you can import your own Assets into the Genre Kits, think of the Genre Kits art like "Prototype art" to give you a foundation, and then you will probably want to replace it with your own stuff.
Quick Note though, there isn't a true RPG Starter Kit, for TGEA or TGE. The closest you are going to get is the Torque MMO Kit (which has been ported to TGEA 1.8.1), you can read more about it here: www.mmoworkshop.com, that should help you out making your choice, and they have screens of what the Kit looks like, you should be able to adapt it to a single player RPG, but the documentation on the MMO Kit, is not going to be as complete as a GG housed Genre Kit that you would find in the Products section.
08/06/2009 (7:55 pm)
No problem.No worries, yes you can import your own Assets into the Genre Kits, think of the Genre Kits art like "Prototype art" to give you a foundation, and then you will probably want to replace it with your own stuff.
Quick Note though, there isn't a true RPG Starter Kit, for TGEA or TGE. The closest you are going to get is the Torque MMO Kit (which has been ported to TGEA 1.8.1), you can read more about it here: www.mmoworkshop.com, that should help you out making your choice, and they have screens of what the Kit looks like, you should be able to adapt it to a single player RPG, but the documentation on the MMO Kit, is not going to be as complete as a GG housed Genre Kit that you would find in the Products section.
#4
Another question, would there be any tutorials for complete beginners
on coding in these programs? I have programming experience but not in game design specifically, and before I use the genre kits I would like to get a good grasp on tyhe scripting language.
Also, I see there is a terrian editor and all that cool stuff, but is it like you open your assets, choose a house model for instance, and just place it where it needs to be? And is this also the case with player spawns, enemies, weapons,enemy paths etc.. and also are the stats for these things editable?
Sorry to attack you with questions, but I was also wondering if you could have open and closable doors, along with shopkeepers and similar things like vendors out on the streets or in buildings. Could you also make people go to certain places to see people about quests?
Thanks for all your help!
08/06/2009 (8:14 pm)
I see, but in the genre kits the "3D Isometric Kit" seems to be an RPG starter kit. I'm planning to first create an RPG and if I get good feedback I would transform it into an MMORPG. I was taking a look at that MMO kit earlier and it looks impressive.Another question, would there be any tutorials for complete beginners
on coding in these programs? I have programming experience but not in game design specifically, and before I use the genre kits I would like to get a good grasp on tyhe scripting language.
Also, I see there is a terrian editor and all that cool stuff, but is it like you open your assets, choose a house model for instance, and just place it where it needs to be? And is this also the case with player spawns, enemies, weapons,enemy paths etc.. and also are the stats for these things editable?
Sorry to attack you with questions, but I was also wondering if you could have open and closable doors, along with shopkeepers and similar things like vendors out on the streets or in buildings. Could you also make people go to certain places to see people about quests?
Thanks for all your help!
#5
There are some tutorials that come with the Engine, that are Available in the Docs section, and in the included offline documentation. For a complete beginner I would suggest going through all of the tutorials they have in the documentation area, there are several books available, but they are written in Torque, not in Torque Game Engine Advanced.
Asset adding in the World Editor is a little like that. But it requires some work with the tutorials to export things. So lets say you modeled a castle wall in 3D Studio Max, or some other 3D Modeling Program. Once you've done that, there are some steps you will need to go through to get it exported. But once it is exported properly, it is very simple to drop in and place an object. You can purchase packs that will give you pre-built assets to add, like Medevil Characters: www.garagegames.com/products/medievalcharacterpack, the Human's Buildings: www.garagegames.com/products/rtsbuildings, or alot of things that Dex-soft has worked on: www.garagegames.com/community/forums/viewthread/97849.
Spawns/Enemies/Weapons/Paths, are not that simple. All of them require coding, especially for an RPG, where you would need to have some pretty efficient bots. There are resources that will help you get smarter enemies (lots of them actually), but you will need to know some coding to implement them, and some are a little out of date and need to be reworked to get them to work in TGEA. So its not quite like say, the Level Editor of Warcraft 3, or anything that comes with a prebuilt engine, its more of the barebones, and you have to make the rest of the systems do what you want them to do.
You can have open and closeable doors (just triggers to animation sequences). You can have shopkeepers doing things on the street. But none of that is in stock TGEA. You would have to completely build an AI system to make all of that happen, and that is some advanced coding that you would be looking at, that would have to be doing both AI Pathing, A Routine System, and Advanced Animation calls, to make all of that go.
You can have an NPC that you can walk up to and talk to pretty easy, take a look at the Yack Pack: www.garagegames.com/products/yackpack, but they aren't going to move around, but you can build dialogue trees off of them. This would also be the starting point for quests, but again, you would have to script a "quest system".
08/06/2009 (8:49 pm)
I completely forgot about the ISO kit, lol. Yes, the Iso Kit will give you everything that you are looking for to do a single player RPG. That is definetely a great route. A Note though, you need to have a liscense of AFX CoreTech to purchase the ISO Kit.There are some tutorials that come with the Engine, that are Available in the Docs section, and in the included offline documentation. For a complete beginner I would suggest going through all of the tutorials they have in the documentation area, there are several books available, but they are written in Torque, not in Torque Game Engine Advanced.
Asset adding in the World Editor is a little like that. But it requires some work with the tutorials to export things. So lets say you modeled a castle wall in 3D Studio Max, or some other 3D Modeling Program. Once you've done that, there are some steps you will need to go through to get it exported. But once it is exported properly, it is very simple to drop in and place an object. You can purchase packs that will give you pre-built assets to add, like Medevil Characters: www.garagegames.com/products/medievalcharacterpack, the Human's Buildings: www.garagegames.com/products/rtsbuildings, or alot of things that Dex-soft has worked on: www.garagegames.com/community/forums/viewthread/97849.
Spawns/Enemies/Weapons/Paths, are not that simple. All of them require coding, especially for an RPG, where you would need to have some pretty efficient bots. There are resources that will help you get smarter enemies (lots of them actually), but you will need to know some coding to implement them, and some are a little out of date and need to be reworked to get them to work in TGEA. So its not quite like say, the Level Editor of Warcraft 3, or anything that comes with a prebuilt engine, its more of the barebones, and you have to make the rest of the systems do what you want them to do.
You can have open and closeable doors (just triggers to animation sequences). You can have shopkeepers doing things on the street. But none of that is in stock TGEA. You would have to completely build an AI system to make all of that happen, and that is some advanced coding that you would be looking at, that would have to be doing both AI Pathing, A Routine System, and Advanced Animation calls, to make all of that go.
You can have an NPC that you can walk up to and talk to pretty easy, take a look at the Yack Pack: www.garagegames.com/products/yackpack, but they aren't going to move around, but you can build dialogue trees off of them. This would also be the starting point for quests, but again, you would have to script a "quest system".
#6
If I were to purchase this product it may not be able to do what I want, and that worries me. I would have to have a bunch of experience in this specific coding language, and I'm not sure I want to invest this sorta of effort into this, because there may be an easier way.
Thanks for all your info and help, it was very resourceful and you answered all my questions. I will check out a few other engines to see what they have to offer in this area and from there I'll make my decision.
08/06/2009 (10:17 pm)
It seems this will turn out to be quite a project if I attempt it. I'm not sure if I have the time or the patience, nor the skill to tackle this. I don't know if this would be the right engine to make this project on, because with what I've heard in other places is that this engine is mainly limited to fps, and in order to take on different projects you have to perform a great deal of coding changes and implements to make it work.If I were to purchase this product it may not be able to do what I want, and that worries me. I would have to have a bunch of experience in this specific coding language, and I'm not sure I want to invest this sorta of effort into this, because there may be an easier way.
Thanks for all your info and help, it was very resourceful and you answered all my questions. I will check out a few other engines to see what they have to offer in this area and from there I'll make my decision.
Torque Owner Stephen Scott
Algitt Studios LLC
As far as making an RPG in XNA, I would point you to the XNA Creator Club, creators.xna.com. There they have a RPG Starter Kit, BUT its 2D.
There really isn't a whole lot going on as far as Kits or even resources for Torque X right now. Sorry, but I think you'll have to either look at using TGEA and making a PC RPG, using TGE/MMOKit, they have more resources that can help you out if you aren't much of a programmer, hope that helps!