Torque Game EngineTorque Game Engine Documentation
Version 1.3.x

Step 3) Leverage existing technologies:

Now you have an initial idea of what technologies your design requires. So, it's time to figure out the best way to build those technologies.

Of course, if you're concerned about finishing your game as quickly as possible, the best solution is to leverage existing technologies. You are working with Torque, so you've got a complete, top-tier game engine that can compete toe-to-toe with technologies that cost hundreds of thousands of dollars. So, nice start, you've saved lots of time just by using such an engine. Now, it's time to get more detailed.

You need to figure out which of your technology requirements Torque supports immediately, with little or no effort, and which will require fairly substantial change or enhancement. You'll also need to figure out if any of the gameplay systems in your design will require totally new technology.

In the real world:

With Marble Blast, we knew that Torque could do a good job with the kind of large, complex levels we wanted to be able to race on. So, we knew we wouldn't have to allot much time for that, technology-wise.

On the other hand, we realized that a new marble physics system would be required. We recognized that a lot of custom code would be needed to get the feel of the physics just right.

Since multiplayer capability was a big part of our initial design, we also evaluated the technology we'd need there. Of course, Torque has outstanding networking support, so the core technology wasn't a concern. To create a fun multiplayer experience tailored to the Marble Blast gameplay though, we knew we'd need to define custom networking behavior that could account for the complex marble physics. This seemed reasonable enough, and to be sure, we could've included multiplayer in Marble Blast. You'll soon see why we decided to cut it though.

Those are the major technology areas that we correctly, at the time, identified would be important to the game. However, there was another area we didn't think of early on: changing some rendering technology. We'll talk about this more later, but we ended up making an essential core technology change to Torque's rendering procedures, in order for Marble Blast to have a brighter, sharper look. On our first pass at identifying important technologies and figuring out how to build them, we failed to identify this as an area of central concern. As you'll see, this meant we had to adapt our development plan in its latter stages.

Figure 2.4. Marble Blast - Final Look

Marble Blast - Final Look

We customized our rendering scheme to produce bright, clean looking level colors and shadowing.

Have no doubt, you'll come upon situations like this as well. Most projects do. You may spec a piece of technology that ends up getting cut, and you may miss a big piece of technology that you didn't think would be a problem. Still, as long as you identify the majority of your key technologies up front and figure out how best to implement them-- leveraging existing technologies at every feasible opportunity-- you'll be on the right track.

Remember throughout the time you're thinking about all this technology and content, that your primary focus needs to be on gameplay. Only be concerned with technology to the extent that it bolsters your gameplay.