I purchased this book with the hopes and intentions of using it as a home-school resource for our programming course. It is not bad in a general way, and was very good as a friendly introductory to Torque and as a business totorial for young entrepreneurs. It covers a business model and organization of your resources such as what jobs need to be defined within your dev-team etc. It covers (at great length - a bit too much actually) several games out there that are either built with Torque or by the makers of Torque - and how they were generally designed (as examples). There are even a few resources that were interesting to play with.
Unfortunately, that was about all it did. It seems to fail to really delve into the "guts" as I had hoped, and to illuminate the "exciting" world of 3D game creation from a Teenage Game Developer Newbie standpoint - particularly the easily distracted from "business model" speeches type (i.e. MOST kids). I guess I was wanting something that read like a friend showing you "cool stuff" and leading you into a place where suddenly the kids would look up and say "DAD! Check this out - I just realized what I did! This is way COOL!"
Three of my kids read the book now, all three were not engaged very long - all seemed to loose interest at the business model part and did not regain it at the examples section as I had hoped.
The other Torque books I have so far (Finney's, most notably) are very good and very deep - but not "friendly" enough to engage my teenagers in an enjoyable and fascinating way (well, except for one, but he is a bit "different" and also the yougest) - hence the "fun" becomes "school-WORK". I will try the one from Maurina next and hope for it to be the answer I am looking for.
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