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Torque for Teens, Second Edition

Book Description

TORQUE FOR TEENS, SECOND EDITION teaches beginners the techniques they need to design their very own video games using Garage Games' powerful 3D computer game engine, Torque. Written in simple language, each chapter begins with a basic overview of the topic being covered, followed by step-by-step instructions to help readers conquer each new skill presented, and ending with a summary to reinforce what they've learned. Throughout the course of the book readers will put their new skills into action with a hands-on project that ends with the creation of a first-person shooter game. Each chapter builds upon the previous until their very own video game is complete. This second edition covers the latest-and-greatest version of the software, including updates and new interfaces.

Table of Contents

  1. Copyright
    1. Dedication
  2. Acknowledgments
  3. About the Author
  4. Introduction
    1. What You Will Learn from This Book
    2. Who Should Read This Book
    3. How to Use This Book
    4. How This Book Is Organized
    5. DVD-ROM Downloads
  5. 1. So You Want to Be a Game Designer?
    1. What a Game Designer Is and Is Not
    2. What About Indie Game Design?
    3. Game Dev Step by Step
      1. Pre-Production
        1. Concept Creation
        2. Concept Finalization
        3. Preparation
      2. Production
      3. Post-Production
        1. Testing and QA
        2. Marketing
        3. Expansion
    4. Where to Get Those Killer Game Ideas
    5. What Makes a Killer Game?
      1. Gameplay Mechanics
        1. Gameplay vs. Graphics
      2. Interactivity
        1. Give Players Control
          1. Teach Players to Play
          2. Give Players Choices to Make
        2. Make Environments Reactive
        3. Immerse the Player
          1. Get Players Motivated
          2. Make Your Game Emotional
          3. Add Conflict to Your Game
          4. Violence in Video Games
        4. Make Your Game Challenging
          1. Types of Game Challenges
          2. The Game Loop
          3. Competition
          4. Chance
    6. The Four Fs of Great Game Design
      1. Fun
      2. Fairness
      3. Feedback
      4. Feasibility
      5. Accepted Game Genres
      6. Action Games
      7. Adventure Games
      8. Role-Playing Games
      9. Strategy Games
      10. Other Game Genres
    7. What’s Next?
  6. 2. Torque 3D: Under the Hood
    1. Why a Game Engine?
    2. Torque 3D Features
    3. Games Made with Torque 3D
    4. Licensing
    5. Other Torque Products to Consider
      1. Torque 2D
      2. iTorque 2D
      3. Console Game Development
        1. T for Wii
        2. Torque 360
        3. Torque X
    6. Components of Torque 3D
      1. World Editor Toolset
      2. TorqueScript
        1. Coding Add-On Tools
          1. Torsion
          2. Plastic Tweaker
          3. Universal AI Starter Kit
          4. Codeweaver
          5. Game Mechanics Kit
      3. Next-Gen Rendering Capabilities
      4. Web Publishing Capabilities
    7. What’s Next?
  7. 3. Creating a Basic Game Outline
    1. Game Design Document
      1. Questions to Ask Yourself
        1. What Is This Game?
        2. Why Create This Game?
        3. Where Does This Game Take Place?
        4. What/Who Do I Control in This Game?
        5. What Is the Point of This Game?
        6. What’s So Different About This Game?
      2. Game Overview
        1. Write a Concept Statement
        2. Think Up Your Objectives
        3. Define Your Target Audience
        4. Establish the Scope of the Project
      3. Write the Feature Set
      4. Work Breakdown
        1. Task Determination
        2. Estimating a Timeline
        3. Estimating Costs
      5. Asset Production
        1. The Game World
        2. The Game Characters
        3. The Game Items
      6. Interface Design
      7. Sound Design
      8. Technical Specs
    2. Game Outline Example
      1. Ravenscroft Outline
      2. Myst Outline
    3. What’s Next?
  8. 4. Opening Your Garage
    1. Jump-Starting Your Engine
      1. Install Torque 3D
      2. Install Additional Software
        1. DirectX SDK
        2. 2D Image Editor
        3. 3D Modeling Program
        4. Script Editor
      3. Take Torque for a Test Drive
        1. Toolbox
          1. Demos
          2. Examples
          3. Preview the FPS Example
          4. Thumbnail Image
          5. Comments
          6. Project Levels
          7. Shortcut Buttons
          8. Play the Game
          9. Play in Web
      4. Create a New Project
        1. Add Comments
        2. Add Quick Links
        3. Edit Project Thumbnail
      5. Get Started in the World Editor
        1. World Editor Interface
          1. Tools Bar
          2. Preference Settings
          3. Game Options
          4. Editor Settings
        2. Meet Gideon
        3. Manipulate Objects with Gizmos
          1. Translate
          2. Rotate
          3. Scale
          4. Manipulate Objects with the Inspector Panel
    2. What’s Next?
  9. 5. This Is Your Land: The World Editor
    1. Level Up! What It Takes in Level Design
      1. Level Designer Dos and Don’ts
      2. Exterior and Interior Spaces
        1. Exterior Space: The Great Outdoors
        2. Interior Space: Going Indoors
    2. Creating a World with World Editor
      1. Adding Terrain
        1. Creating Blank Terrain
          1. Creating Flat, Generic Terrain
          2. Creating Mountainous Terrain
          3. Creating Blank Terrain
      2. Terrain Editor Interface
        1. Brush Options
        2. Terrain Editor Tool Palette
      3. Making Ravenscroft Valley
        1. Sun and Sky
          1. Sun
          2. Azimuth and Elevation
          3. Color and Ambient Color
          4. Sky Box
          5. No Sky
          6. Sky Box Materials
          7. Scatter Sky
          8. Sky Brightness
          9. Scattering
          10. Scatter Sky’s Sun
          11. Scatter Sky’s Moon
          12. Clouds
          13. Cloud Layers
          14. Cloud Scale
          15. Cloud Height
        2. Water
          1. Water Block
          2. Water Color
          3. Water Fog
          4. Waves and Ripples
          5. River
          6. Water Plane
        3. Painting Your Terrain
          1. Making Your Own Textures
          2. Make a Brick Texture
        4. Adding a Road
        5. Adding Replicators
          1. Foliage Replicator
          2. Shape Replicator
        6. Adding Weather Effects
    3. What’s Next?
  10. 6. I No Ditz, I Know DTS
    1. Games and 3D Art
      1. 3D Does Not Require Blue-and-Red Glasses!
        1. Low-Poly Modeling
          1. How Do You Do 3D?
          2. From Sprite to 3D: Short History Lesson
          3. Tricks to Defeat Rendering Lag
    2. Creating DTS Files
      1. Most Widely Used Modeling Packages for Creating DTS Files
        1. The Not-So-Affordable Programs: Max and Maya
        2. The Affordable Programs
          1. MilkShape 3D
          2. Blender
    3. Using 3ds Max to Make DTS Files
    4. Familiarize Yourself with Max
      1. Viewports
        1. Viewport Navigation
        2. Viewport Rendering
      2. Menu Bar
      3. Toolbars
      4. Command Panel
        1. Create Subpanel
        2. Modify Subpanel
        3. Other Subpanels
      5. Select Objects in Max
        1. Select Object Tool
        2. Select by Name Tool
      6. Transform Tools
    5. Box and Segmented Modeling
      1. Build Structurally Sound Models
      2. Editable Poly vs. Editable Mesh
      3. Use Metric Units of Measurement
    6. Build a Crate
      1. Make the Geometry
      2. Change the Crate’s Texture
        1. Add a Bump Map
        2. Add a Specular Map
      3. Create a Bounding Box
    7. Export the Crate to DTS
      1. Install the DTS Exporter Utility
      2. What the DTS Exporter Does
      3. Renumber and Embed Your Crate Shape
      4. Prepare Your Crate’s Collisions
      5. Export Your Crate Shape
      6. Import the Crate into Your Game
    8. Build a Medieval-Type Village
      1. Make a Medieval House
        1. Add a Door
        2. Give It a Gable
        3. We Do Do Windows!
        4. Add Little Details to Your House
        5. Extend the Walls of Your House
        6. Put a Roof on It
        7. Make It Medieval
        8. Export Your House to DTS
    9. What’s Next?
  11. 7. This Isn’t the Runway: Modeling 101
    1. How to Create Game Characters
      1. Define Your Character’s Personality
        1. Take the Old-School Approach to Character Creation
        2. Use David Freeman’s Traits Triangle
        3. Add Idiosyncrasies
      2. Game Character Types
        1. Use Artificial Intelligence for Enemies and NPCs
      3. Game Character Descriptions
        1. Write a Text Description
        2. Sketch Your Description
          1. Game Character Appearance
      4. Make Up Your Own Characters
    2. Making Characters for Torque
      1. Animated Shapes in Torque
      2. Create a Character Model
        1. Work Off of a Template
        2. Model the Head
        3. Model the Torso
        4. Model the Limbs
      3. Add a Material to Gentry Jack
      4. Rig Gentry Jack
        1. Option A: Use Standard Player DSQs
          1. Scale and Rotate Your Mesh
          2. Reset XForm
          3. Assemble a Biped
          4. Add a Skin Modifier
          5. Set Up LODs (Optional)
          6. Add a Detail Marker
          7. Add a Bounding Box
          8. Add Other Critical Markers
          9. Option B: Create Your Own Embedded Animations
      5. Export Gentry Jack to DTS
        1. Export DSQ Files
        2. Export Skinned Mesh
      6. How to Animate Objects Instead of Characters
    3. Free Resources for Max Files
    4. Affordable Resources for Torque
    5. What’s Next?
  12. 8. Getting Gooey: Designing GUIs
    1. Game Interface
      1. History of Game Interfaces
      2. Give the Player Control
      3. Input/Output
      4. Think Usability
      5. Predict Emergent Gameplay
      6. GUIs for Games
        1. Widgets
        2. Heads-Up Display
          1. Health Bar
          2. Player Score
          3. Firepower
          4. Map or Radar
          5. Inventory
        3. GUI Layout and Screen Real Estate
        4. Planning a Game Interface
    2. The GUI Editor
      1. Under the Hood of the GUI Editor
        1. GUI Editor Interface
          1. GUI Editor Toolbar
          2. Control Palette
          3. Parent Controls
      2. Edit the Ravenscroft GUI
        1. Change the Main Menu Background
        2. Edit Other Widgets
        3. Add a Score Counter
        4. Change the Mission Load Screen
    3. What’s Next?
  13. 9. The Sound and the Fury
    1. Sound Used in TV and Film
      1. A Short History Lesson of Sound
      2. Hyper-Real Sound
    2. Sound Fundamentals
      1. Influencing Factors
        1. Space
        2. Time
          1. Predictive Sound and Leitmotiv
        3. Situations and Outside Events
    3. Start Your Own Sound Studio
      1. Soundproof Your Studio
      2. Get Some Software
      3. Get a Mic
      4. Sound Recording
        1. Listen to Yourself
          1. Posture
          2. Remember to Breathe
          3. Don’t Crack Up
          4. Say It, Don’t Spray It
        2. Digital Sound
          1. Sound File Formats
          2. WAV Files
          3. Compressed Files
          4. MP3 Files
          5. Ogg Vorbis Files
          6. Which to Use?
      5. Using Sound Libraries
    4. Audacity
      1. Record Audio in Audacity
      2. Edit Audio in Audacity
        1. Add Effects
      3. Export Audio from Audacity
    5. Sounds in Torque 3D
      1. Sound Support in Torque
        1. 2D and 3D Sounds
          1. 2D Sound
          2. 3D Sound
        2. AudioDescriptions (ADs)
        3. AudioProfiles (APs)
      2. Engineering Sounds in Torque
        1. Edit In-Game SFX
        2. Use a Sound Emitter
    6. What’s Next?
  14. 10. Should I Stay or Should I Goal?
    1. Code for Torque
      1. TorqueScript
        1. Syntax
        2. Comments
        3. Features
      2. Al-Go-Rhythm
      3. Script Editors
      4. Under the Hood of TorqueScript
        1. Edit Empty Terrain Details
        2. Add Score Items
          1. Script the Items
          2. Create the Items
        3. Add Other Objects
          1. The Bouncing Boulder
          2. The Default Car
          3. Health Packs and Ammo
      5. Other Things to Do
    2. What’s Next?
  15. 11. Multiplayer Setup
    1. Designing the Next Big MMO
      1. Torque Network
      2. Ghost Manager
      3. Take Your Game to the Next Level
    2. What’s Next?
  16. 12. Put Your Game to the Test
    1. Game Testing
      1. Bug Reports
      2. Iterative Game Development
        1. Test as You Build
        2. Have Others Test for You
      3. Top Issues to Watch Out For
    2. What’s Next?
  17. 13. Designing Other Games
    1. Games Made with Torque 3D
    2. Games Made with Torque 2D
    3. Games Made for Consoles
      1. Game Creation for Xbox 360
      2. Game Creation for Wii
    4. Games Made for Mobile Devices
    5. Final Thoughts
      1. Get a Gaming Education: College for Designers
    6. What’s Next?
  18. 14. Get the Word Out: Play This Game!
    1. Developing a Proposal
    2. Tooting Your Own Horn
      1. Develop a Clear Identity or Gimmick
    3. Publish on the Web
      1. The World Wide Web
      2. Web Speak
      3. Web Browsers
      4. Hosting Servers
      5. Build Your Own Website
        1. Prep Your Text
        2. Prep Your Images and Animations
        3. Put It All Together
        4. Submit Your Site to Search Engines
      6. Use a Community Profile to Advertise Your Games
        1. Set Up a MySpace Account
        2. Set Up a GGE Account
    4. What’s Next?