

You will be able to us Basic to create a game, even though we expect it to ship as a binary only. The Basic package is targeted at new users, who want to learn the tools, and see what the engine is capable of.
#Price for l3dt pro pro
Basic and Pro have a feature delta, with the Pro package being targeted at existing TGEA owners, or pro / prosumer developers and studios who might need to create custom code modifications for their game. Two versions available on the website, Basic and Professional, each with an Indie EULA.Ģ. So we took all that, and really put your opinions into action, both from a development standpoint, and with respect to pricing & licensing. A focus on tools, and particularly usability in the World Editor, is the most important area to address in Torque 3D. Greater polish, usability, stability and overall quality are paramount attributes for a high-end Torque product.Ĥ. A low entry point to Torque is important, even if it means some restrictions in the EULA or deprecating some features.ģ. If GG can find a way to provide this, there are Torque developers willing to pay for it.Ģ. Support, especially ticketed support is in high demand. These were the main takeaways from the roughly 400 comments (and numerous emails) I got since. I posted twice on pricing & licensing (one of which is still probably the most commented on post in GG history) and we definitely listened. Of course, we've done some major subsystem updates as well (Web publishing, Terrain, Post processing, Particles, etc). I think users will react most to the effort we've put into the tools, and we'll be showing much more of that in the next few weeks. Torque 3D is really a huge step up from TGEA, particularly with respect to the toolset, usability, and content pipeline. When I first started blogging on our dev progress in December, I really didn't think we'd get as far as we have, as fast as we have.
#Price for l3dt pro free
We've got a big week ahead of us :) I'm guessing we'll get a lot more questions answered in the comments, so feel free to throw out anything I don't cover here. Needless to say, definitely keeping busy, so I'm going to try to keep this as short as possible and focus on the stuff I know you most want answered. I'm going to to try to clarify the whole picture, and fill in any gaps with this post here.īecause it's GDC week, I'm already down here in SF doing some PR, talking about iTorque, and talking to some local studios about Torque and InstantAction. Hey everyone! I know some of you saw the Gamasutra story that revealed some previously unreleased details about Torque 3D.
