striderdm1, on January 19th 2008, 03:08 PM, said:
hey viKKing, without continuing on topic - lol - just wanted to say WOW at Darkwind: War On Wheels!
Downloading it now.. Wish I had more time, but having a new baby makes me miss out on the news of things like this!
Thanks, you are making our day. For a 1 + 1 development team, it is not bad.
We recently had many Windows players, joining this week, as we were briefly mentionned in the official Games for Windows Magazine
. I really wish we had more Mac guys playing the game.
There are many indie games out there that are worth playing, regarding team size and budget.
Indie developpers are in general very friendly.
The direction Garage Games is heading is not very good, IMHO, especially stopping support for some buggy tools and code parts. Such announce about their upcoming game, is a typical marketing announce they are used to, but if you read closely the lines, the game being developper on TGEA juggernaut (quoting official writings)
The game team is using Torque Juggernaut (...) orque Juggernaut is an internal build comprised of all our engines and the basis for our next big release. This build has all the internal game teams jazzed and is a very big step toward a next-gen component version of Torque. The engine team has been cranking away and will continue to do so. We'll keep integrating more cool stuff created internally and by 3rd parties. We'll work on polishing the editors and creating new ones. Tons and tons of cool stuff in the works.
From the TGEA update announce:
Ever since I handed off community management to the supremely capable hands of David Blake, I have been jamming away on the next big update to Torque. As many of you know, we spent much of 2007 merging the Torque C++ engine products into one code base which we've been referring to as Torque Juggernaut. There are big opportunities here to update both TGEA and TGE. I focused on TGEA 1.0.3 as a start here, but as you'll see below, we've made some *big* moves.
I wanted to greatly smooth the transition from TGE to TGEA, so making sure that TGEA supports nearly all of the same features (no OpenGL or Mac support) you have come to expect from TGE, converting over most of the TGE content and mission, and including a lot of tools and functionality that will greatly ease porting a pre-existing TGE project have all been a primary focus. Right now this update will automatically handle unmapped textures and converting older file formats of things like TerrainBlocks and Waterblocks. I have also spent time working on pulling together the best of the Torque documentation and getting it far more organized. The goal here is to make getting started with this next release of TGEA to be comparable to getting started with TGE, if not even easier. TGEA is still a powerful and complex game engine but we're working hard to make it a lot more approachable.(...)
Will this include OpenGL? Sadly, no, this update will not include OpenGL. All of the work we have done on OpenGL is still not ready for release.
Well, you will say to me, aren't they mentionning Open GL? yes, sure and some of the bug fixes included in the TGEA/Juggernaut update they are announcing are expected for about 2 years.
There was supposed to be Open GL on December 2007, every mentions of this has been carefully deleted from the forums and blogs (did I mention GG crew is moderating posts that are not suiting there marketing strategy?), so there may be Open GL support, but really much more later.
I really hope I'm wrong and they will prove it.
Until then, we have to deal with a not working BSP editor on the Mac, and it really doesn't help.