Game Development Community

TGB muiltiplay

by Charin · in Torque Game Builder · 08/05/2010 (1:45 pm) · 4 replies

Can TGB made muiltiplay?

#1
08/05/2010 (5:28 pm)
Yep! Check out the checkers tutorial in the documentation.
#2
08/06/2010 (2:34 am)
nice can i made with TGB like world of warcraft :P
#3
08/06/2010 (4:02 am)
Yes, but you'd be looking at a LOT of new code. You'll be arms deep in the guts of the C++ and networking code.

This current 2D version wasn't built with real-time networking. The networking that exists is really a version of remote procedure calls (having the client call functions on the server and vice versa). It's more than fast enough for turn-based games, but not really fast enough for an MMO.

We've seen demos of the "2.0" version of Torque2D where they have real-time networking. I believe that version of the engine is still a ways off (no deadlines set to my knowledge).

That doesn't mean you can't start now. An MMO is a large undertaking. You can write the design document and start coding to make sure that the game is fun. Spells, combat, stat systems, etc. can all be written now. It may not directly translate to the new "2.0" version, but you'll have an incredible start!
#4
08/06/2010 (6:08 pm)
William gave some great advice.

If your long term goal would be to make a TGB MMO I would suggest start in easy to achieve steps, here is a possible recommended progression that should be achievable in the short term but allow you to progress towards your long term goal:

1) Go through all of the existing TGB tutorials (I'd suggest going through all of the feature tutorials for good measure as well), finish with the Checkers tutorial

2) Take what you did in the Checkers tutorial and finish the game, add a few features beyond the scope of normal checkers, experiment and figure out how to accomplish it. Be sure to make them multiplayer features and be sure to test them with someone else in a different location.

3) Create a turn based networking TGB game based off of the same principals in the Checkers game, maybe something like Stratego, monopoly, or something along those lines.

4) Finish an actual game like this, go from start to publish, polish it and release it, maybe make a few bucks off of it. Keep the scope very simple so you know you can achieve this and this will help you learn to go from concept to completion with a game project.

5) Delve into the C++ code a bit, change a few features, then try adding a few features. There are a lot of torque C++ resources out there adding all sorts of things that are a great reference point.

6) Study up on networking and the basic principals behind it.

7) Delve into the Torque networking code in TGB, I'd recommend then grabbing T3D with source code and also start to look at the networking code for it. TGB's networking code came from the Torque 3D heritage, to get real-time networking over into it you can learn what T3D does and bring that code over.

8) Port over some of the real-time networking code from T3D into TGB, there are actually some resources and forum posts relating to this I believe that can help. This is not a simple undertaking but definitely something that can be done.

9) Make a -simple- TGB real-time networked game, something like a simplistic 2 player RPG or 2 player simple RTS. Keep the scope down and go from start to completion and publish it. Again you can maybe make a few bucks off of this (this can help pay for the licenses of the technology).

10) Now you might be ready to start a very simple MMO in TGB. Keep the scope very very simple and get to launch, then iterate and expand like most MMOs do.


Games are hard to make. MMOs are extremely hard games to make on top of that. You will need a combination of experience and skills in a wide variety of areas to complete and MMO, take steps along that path and you can make it, but don't jump to step 10 without doing 1-9 :)