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In the preceding two chapters you were introduced to a few new concepts: programming, 3D graphics, manipulating 3D objects, and stuff like that. Most of it was fairly broad, in order to give you a good grasp of what you can do to make your game.
The next bunch of chapters get down and dirty, so to speak. We're going to muck around with our own hands examining things, creating things, and making things happen.
In this chapter we're going to hammer at the Torque Script for a while, writing actual code that will be used to develop our game. We'll examine in detail how the code works in order to gain a thorough understanding of how Torque works. The game we are going to create has the rather unoriginal name of Emaga, which is just agame spelled backward. The Chapter 4 version will be called Emaga4. Of course, you may—and probably should— substitute whatever name you wish!