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+ - GarageGames announces the open source release of Torque 2D 2.0 on Git->

Submitted by iamnothing
iamnothing (178490) writes "From the GarageGames press release:

Continuing our history of support for the independent game developer, GarageGames is proud to announce the open source release of Torque 2D MIT 2.0. This, coupled with the previous open source release of Torque 3D MIT, continues our quest to build a foundation for a sustainable game engine development model that fosters collaboration and community engagement.

Why are we doing this? GarageGames dedicates itself to making the best core version of Torque 2D so that others, such as professional and independent developers, can build upon a reliable foundation. GarageGames continues to be an enabler of innovation and the community-driven game development movement and we embrace developer’s goal of publishing to mobile, tablet and social platforms.

This release also falls in line with our goals to continue to grow our service business, the release of Torque 2D as open source will only help to evolve what is already proving to be quite successful. With both Torque 3D and Torque 2D being offered to the public as open source, we will reach a much larger audience for potential service support of their projects and tech related initiatives. You can visit our services site at services.garagegames.com. We are very well prepared and staffed to provide support, training, and custom development.

The engine will be released to Github under the MIT free software license offering Torque 2D 2.0's complete source code and many starting templates. GarageGames' Melv May and Michael Perry will lead Torque 2D's development and oversee future updates along with a community represented steering committee. Details of the launch and engine features can be found here.
About GarageGames, LLC:

Based in the Summerlin community of Las Vegas, Nevada, GarageGames is an independent developer and tech services provider who recently released the open-source Torque 3D MIT and now Torque 2D MIT. These products enable independent developers, beginners and hobbyists to create games for platforms, including iOS, PC and Mac. For more information, visit www.garagegames.com.
For more information, contact cassondraf@garagegames.com"

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Comment: Re:"Arrogant Veteran" (Score 1) 71

by EricPreisz (#42363167) Attached to: GarageGames Starts IndieGoGo Campaign To Port Torque 3D To Linux
We employ the former director or R&D from Crytek. He's a veteran...not arrogant at all. "Nothing can beat skills and experience and if you want to build a long-lasting company, you better have some highly experienced, educated and skilled people in your company." Can't agree more. But I've seen really, really, good, but arrogant developers undermine an entire team. I'm 100% for talented team players...and there's a lot of them out there.

Comment: Re:Not worh your $. (Score 1) 71

by EricPreisz (#42361551) Attached to: GarageGames Starts IndieGoGo Campaign To Port Torque 3D To Linux
Sure, I can provide that. I'm the current CEO. Now, I have to caveat that I really only have the insider story from Jan 1, 2010 until today. Prior to that, I was a community member so there's a lot of speculation in my opinions. From my side of the screen, GarageGames has been a company who has always just survived. In the early days, there was less competition and the indie market was much easier to please since there weren't a lot of options. What community members saw on the outside as a pump and dump mentality, was GarageGames' pursuit to build tech that drive the revenue that would sustain the company. What ended up happening, is that GG took a bite from the poison apple, branched the engines, and build many products -more than we could really support. The company achieved sustainability through paying below average salaries. Granted, the company at the time was a self-proclaimed lifestyle company, and it really lived up to that mantra. An early employee told me that the people that worked at GarageGames were the people they couldn't chase away. The company was sold in 2008. And there's no much to say other than the fact that a new digital distribution platform business was built inside of GarageGames. A lot of the talent moved from the engine business to that new business and the engine team suffered. The new owners were trying to build a billion dollar business and the game engine business isn't one...so the tech and tools became a red headed stepchild (by the way, I don't blame the large corporate owners at the time, that's why they bought the business). During that time, we pursued very aggressive development. Possibly too aggressive. Expectations were set really high (along with a major price increase) and the tech and tools business moved ahead. Ultimately, I don't think the resources were available to meet their goals. The launch was initially very successful, but many customers felt that the engine was not up to the level they expected...especially since they felt abandoned by the end of engineering of the previous engine. Two months before I started working here, Epic pulled the rug from under our feet by (essentially) giving away their products to the market we made our money off of. Like a sports club, we made the majority of our money through people failing at the product we provided (not a good business model). Now, UDK open a gym where you could fail for free. Unity followed. The low price engine market died...2 years ago...it's dead....forever. Since then, we've been working to reinvent ourselves still. We split the company into two. The first half focused on our existing tech, the second half started working on an engine that would consolidate our tools into one code base that was mobile focused. Ultimately, we didn't have enough money to pursue that. We needed a new direction. We decided to move our products to open source and pursue contract service work while we build tech on top of our code base (Google does this a lot too). By going open source, we cultivate potential customers of that service business. Even though we launched the open source engine in September, the contract service work started a year before that. We are currently under contract with several large (like Fortune 100 sized companies) and we are in contract negotiations with others. It's still going to take a lot of time to build the service business, but so far so good. Bellies are full and employees are paid fairly. As for company philosophy, I think we've found that our most important value is humility. We openly embrace each other's weakness and we help each other. We prefer to employ a humble beginner developer who is looking to learn over the arrogant veteran. Everyone here is happy with the biggest exception being that we want more stability so that we can continue to do what we love.

Always leave room to add an explanation if it doesn't work out.

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