Realm Wars IV - a new hope!
by Infinitum3D · 05/27/2009 (1:33 pm) · 21 comments
I'll be moving soon, across the country, so I won't be starting anything new in the immediate future. But once I'm settled, possibly late July/early August, I'd like to get a new Realm Wars project going within the community. This will NOT be a rehash of the old CTF (capture the flag) concept, although that was pretty cool. This will be Realm Wars IV - a new hope (notice the blatant Star Wars reference there :) I am more than happy to run an SVN to keep track of things until garagegames has enough confidence in the project to take over. Other than the SVN, all we need are community members to help out!
There are several things that all Persistent Worlds (and Massive Multiplayer Online games) need.
This is all open for dicussion.
1. A persistent world
Well, duh!?! How difficult is this to maintain? Starting small, a single dedicated server.
2. A network
Torque comes with networking as part of the stock code. Could it be improved/optimized? I'm sure it can, but again, starting small, we can use the stock version.
3. Security
A "username/password" log-in system to control who gets in, among other things. I think I saw a resource recently that addresses this.
4. A Save/Load system
A way to keep track of player locations, possessions, and attributes, both during active play as well as when "logged off". This is something that would tie-in directly to the Security issue discussed above.
With those four simple(?) things, the basis for any and all Persistent Worlds exists. This would give the community a PW_Starter.kit which can then be developed into any number of game genres.
Once those four tasks are completed, development of a community Realm Wars IV Fantasy MMORPG could begin. If we, as a community, can develop this basic kit, garagegames may open up a forum for Realm Wars again.
Is anyone interested? I know this has been discussed ad nauseum in a dozen different threads, but I'd love to hear comments both for and against renewing Realm Wars.
To start the discussion, I know there are a dozen variations of Torque Engines out there. I currently only have a license for TGE_1.4.2 and TGE_1.5.2 so naturally I'd prefer to begin with 1.5.2. My argument for this is that anything that can be done in 1.5.2 can easily(?) be ported into TGEA_1.x.n, however, TGEA code cannot as easily be ported backwards. This is strictly my opinion, as I have no facts to back it up.
Thoughts, comments, questions, ideas?
Tony
There are several things that all Persistent Worlds (and Massive Multiplayer Online games) need.
This is all open for dicussion.
1. A persistent world
Well, duh!?! How difficult is this to maintain? Starting small, a single dedicated server.
2. A network
Torque comes with networking as part of the stock code. Could it be improved/optimized? I'm sure it can, but again, starting small, we can use the stock version.
3. Security
A "username/password" log-in system to control who gets in, among other things. I think I saw a resource recently that addresses this.
4. A Save/Load system
A way to keep track of player locations, possessions, and attributes, both during active play as well as when "logged off". This is something that would tie-in directly to the Security issue discussed above.
With those four simple(?) things, the basis for any and all Persistent Worlds exists. This would give the community a PW_Starter.kit which can then be developed into any number of game genres.
Once those four tasks are completed, development of a community Realm Wars IV Fantasy MMORPG could begin. If we, as a community, can develop this basic kit, garagegames may open up a forum for Realm Wars again.
Is anyone interested? I know this has been discussed ad nauseum in a dozen different threads, but I'd love to hear comments both for and against renewing Realm Wars.
To start the discussion, I know there are a dozen variations of Torque Engines out there. I currently only have a license for TGE_1.4.2 and TGE_1.5.2 so naturally I'd prefer to begin with 1.5.2. My argument for this is that anything that can be done in 1.5.2 can easily(?) be ported into TGEA_1.x.n, however, TGEA code cannot as easily be ported backwards. This is strictly my opinion, as I have no facts to back it up.
Thoughts, comments, questions, ideas?
Tony
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Associate Michael Hall
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