
What's New?

Sickhead Games is proud to be releasing the first of many new starter kits for Torque Game Builder, the TGB Adventure Kit.
The TGB Adventure Kit has been developed to provide a flexible starter framework which can be expanded to create any action, adventure, and/or role playing top down game in Torque Game Builder. Right from TGB's LevelBuilder you're able to drop in scene and gameplay elements and instantly play test the level you just built!

If you're new to TorqueScript and Torque Game Builder, the kit is a great way to learn how it all works. The framework code gives you a working example to dissect and learn from. The collection of production quality tiles, sprites, and sound effects included in the kit give you the material you need to get your project started and attract additional team members.
If you have some experience, but want to get started quick this kit allows you and your team to start prototyping immediately and get to work on the details that make your game unique. The code framework provides the basics like spawn points, enemies, level transitions, breakable objects, and more.
The installer (or a zip for Mac and Linux users) will unpack the kit into your TGB installation directory or into any other directory you like. You'll then be immediately able to create a new project from the AdventureKit template and start modifying the kit demo to develop the features you need for your particular game.
The TGB Adventure Kit provides a basic TorqueScript framework, integrated and customizable from LevelBuilder, which you can use to jump start your game project today:
- Player object with support for running, strafing, jumping, and firing a weapon.
- Dynamic camera object which can track the player while performing triggered smooth zooms.
- A spawn point system including randomization and enemy spawning.
- Triggered automated firing turrets.
- Exploding object system including splash damage effects.
- Simple ranged audio emitter system.
- Interior triggers for fading out building front faces.
- Basic goal based AI framework including steering behaviors.
- Level transition triggers.
- Support for filtered analog joystick controls including XBox/360 gamepads.
- Miscellaneous console utility functions like loadlevel, god mode, ghost mode, respawn, and a few easter eggs.

To top it all off we have provided detailed TDN documentation which walks the reader thru creating a new project, working with sorting layers, collision in a top down game, effective use of the config datablocks, and the inner workings of the demo code.









