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Re: Change player character

Posted: Sat Dec 16, 2017 6:59 pm
by Bloodknight
I won't argue that as an engine it is far easier to build an FPS type game because of both its roots and its direction in the past, and yes the tutorials reflect that. As far as animations go I am a long way from being an expert it seems to me upper body vs lower body animations and blending seem to be the simplest and most widespread requirement regardless of the game type, that includes FPS, RPG, RTS, even action adventure, though these are fairly non-descript terms really; I'll stick to my original comment that animations are an artists domain, not a job for a coder or designer.

Tutorials notwithstanding, pretty much every game type has been done using torque in the past, so its pretty capable even if it does require tweaks here and there, but that's to be expected regardless of engine type or game type. Unless your action adventure contains some really 'out there' concepts I'm not sure you'd need to do masses of work to get the game running.