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Beginning with TGE

by Ian Morrison · 12/27/2005 (2:05 am) · 4 comments

Just yesterday I got my paws on TGE, and I'm not disappointed. I've been following the engine for a while and I'm eager to make use of all the features the engine has to offer.

The only negative experience I've had with the engine so far is that it hates my one computer (the only one that is set up for game development) for some reason. It refuses to run... I'm currently trying to sort it out with help from the SDK forums, since there is no way I'll be able to fix it by myself. While I'm hardly new to programming, I have no formal training, and 400K lines of code is intimidating. Something about TGE 1.4 seems to hate windows ME, or perhaps just my system.

That aside, my experiences with TGE 1.4 have been great. Already, grand visions are popping up in my head, and ambition is taking over.

My current goal, which is probably not as modest as it sounds, is to modify the starter.fps game to be a team based game with AI squads. My end goal is to have the AI squads closely integrated with the player: they'll follow him around, follow his orders, and the player will automatically take over one of the AIs when he dies.

The first steps to getting there, as I see them:
1)Implement basic combat AI... the aiGaurd thing I've seen while browsing the site seems to be a good candidate.
2)Implement team functionality into the game, and get the AIs to recognize it.

I'm still not certain how to implement the players and the AIs into what is essentially one entity, but I'll figure that out as I go.

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#1
12/27/2005 (3:11 am)
best of luck to your start!
#2
12/27/2005 (9:19 am)
There is a resource that turns players and AI into an 'actor' class that is essentially the same type of object. I forget the name but a search for actor should come up with something.
#3
12/27/2005 (4:28 pm)
Your initial project sounds like a good one to start off the learning... good luck!
#4
12/28/2005 (10:24 pm)
Thanks, guys!