Game Development Community

Different kind of game

by David Horn · in Torque Game Engine · 11/13/2007 (5:02 am) · 2 replies

Hello,

I am a multimedia developer by trade, but as a hobby I like to create games. My biggest project has been a game called Homebrew Wrestling. homebrewwrestling.com

A video of the game can be seen here...

http://youtube.com/watch?v=wCyhh2cPDWo

For the past several years, I have been creating this in 3D Studio Max 7 and developing it in Macromedia Director MX 2004. I've grown tired of the 3D and performance limitations as well as incompatabilities of Director with no hope in the near future of improvements. There aren't even the basic features like volumetric lights, simple collision or realtime shadows.

I'm now willing to convert to TGE, which I just purchased, and now am going to start from scratch... again.

Could some people please clue me in to the possible learning curve that I might be facing? It seems like I might have a long road ahead of me since I'm not making a FPS or an adventure game. It seems like ALL of the tutorials are geared towards modifying those types of games. I've gone through a lot of them and so far, nothing confusing. But this wrestling game is somewhat of a combination of a sports game and a fighting game engine.

There will be multiple animations that I will need to swap. Definitely not just run, jump, etc. But I need to have a model dynamically generated on screen (from a screen-select), and then trigger a number of animations into that model as per the given situation and gamepad interaction (TGE supports gamepads correct?). I assume I should look into these dsq file formats for this functionality?

Any help/direction would be appreciated

Many thanks...

Dave

#1
11/18/2007 (1:21 am)
Gamepads are supported.

Dts is the file format for torque models and dsq is the file format for Torque animations. There are exporters from maya/max to torque formats, which I know nothing about, except it is a very precise process and can be finicky. So asking for help from experienced artists in the art forums can hopefully help with this.

Most tutorials on GG have to do with the script side of torque, which is definitely important to learn, but for a game this different from the atypical FPS you will also need to delve into the torque C++ code.

You should probably start be understanding the player class (player.h and player.cpp) and features inherited from its parent classes, most importantly shapbase. "The Game Programmers Guid to Torque" has an excellent overview of the build in features of the player class and all game object classes ( although it doesn't descript the C++ implementation of them, it does a good job of differentiating all those torque classes--among other things like lights, cameras, particles, guis ).

Then you should probably begin constructing your own player class by copying player.h and player.cpp and renaming them and modifying it for exactly the needs of your game.

Best of luck to you, welcome to torque!
#2
11/18/2007 (3:23 am)
Many thanks for the response