Well I have been using the TorqueX engine for the past 30 days. Although for the past few days I was a bit busy and didn't have much time for game development. At the moment all you can do in my game is run around and shoot holes through some wizards. The wizards are from Microsoft's RPG Sample kit, but I created the implosion animation myself!! I'm very happy with how it looks and I plan to spend a lot of time working on death animations.
That's the draw of TorqueX, at least for me. I can spend as much time as I want creating my exquisite implosions and explosions and not have to worry about how to get them into the game, all most things require are a simple drag and drop.
In the video above I'm making use of a component from Henry Schillings' GameKit. There is a blank object just offscreen that I attached the Spawning component too and then I told the object to spawn some wizards. What Fun! I'm still going back and forth about what kind of game I'm going to make, a gauntlet clone perhaps? Or an RPG? Or something completely different? Most people will tell you to write out a design document before you start creating your game, and one day I will probably do so. But for now I like to think of the TorqueX Builder as my easily mutable design document.
And I'm barely scratching the surface of TorqueX, take a look at this lighting demo included with TorqueX
I am not really sure how to use this lighting stuff in my game but I definitely want to figure it out. It looks pretty neat. And from the limited code used to get the lighting to work I don't think it will be that complicated.
But alas, my trial for the TorqueX Builder has run out! So for the moment I must put development of my game on hiatus. I have read on the forums of a few people creating their game with TorqueX but doing it entirely in code without the use of the builder. This is certainly an option but that sort of defeats the purpose of the drag and drop builder. And I have been enjoying the builder immensely. I might have to make some important decisions soon!!
-Ben