Game design question.
by Carl A Harris · in Torque 3D Professional · 10/27/2010 (6:07 am) · 3 replies
The general idea of the game I want to put together.
I hope I'm asking this in the correct place. :)
Can someone lead me in the right direction of how to pull this off?
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Imagine, if you will. That you're having a LAN party.
You're running your own LAN server and your friends are connected.
Your server/ship connects to a Game/World server.
Now, others are running LAN servers with their friends connected.
Their server/ship is connected to a Game/World server.
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In these games. Each LAN server is an individual Ship. Like a submarine or a starship.
The players on each LAN server are the crew. Pilots, gunners, et c.
1) How would I simulate a total underwater environment?
So I can have things like ship parts floating in the water that can interfere with torpedoes or other projectiles, if needed.
2) What is the best way to keep both servers coordinated?
TCPObject to a database? I'm trying to avoid a Peer to Peer arrangement.
3) Can a trigger be setup to change the server a player is on? Like a boarding action that takes a player from one ship to another?
I hope I'm asking this in the correct place. :)
Can someone lead me in the right direction of how to pull this off?
---
Imagine, if you will. That you're having a LAN party.
You're running your own LAN server and your friends are connected.
Your server/ship connects to a Game/World server.
Now, others are running LAN servers with their friends connected.
Their server/ship is connected to a Game/World server.
---
In these games. Each LAN server is an individual Ship. Like a submarine or a starship.
The players on each LAN server are the crew. Pilots, gunners, et c.
1) How would I simulate a total underwater environment?
So I can have things like ship parts floating in the water that can interfere with torpedoes or other projectiles, if needed.
2) What is the best way to keep both servers coordinated?
TCPObject to a database? I'm trying to avoid a Peer to Peer arrangement.
3) Can a trigger be setup to change the server a player is on? Like a boarding action that takes a player from one ship to another?
About the author
#2
10/27/2010 (11:03 pm)
Quote:Flying vehicles in a space (low or no gravity) environment setup to look like underwater instead of in space will take you a long way. Or you could set all of your game underwater, as in under the waterplane/waterblock. Lots of possibilities actually...
1) How would I simulate a total underwater environment?
Quote:Like Devin already mentioned you would be working against yourself, and Torque, by attempting the lan group based ships. You would be much better off simply incorporating teams into your game with each team having control of a ship and make use of existing networking for the world/mission/server. It would then be a simple matter for your connection code to identify people on the same network and automatically send them to the same team.
2) What is the best way to keep both servers coordinated?
TCPObject to a database? I'm trying to avoid a Peer to Peer arrangement.
Quote:Yes. Search for mission change and/or server change through triggers in the Resources and Forums.
3) Can a trigger be setup to change the server a player is on? Like a boarding action that takes a player from one ship to another?
Torque 3D Owner Devin Passage
Your game will be much more successful if instead of having to LAN, we can just play over the internet and use skype to talk. The good news is torque already supports internet play fairly robustly.
As for having guys moving around on the same ship, that is kind of a challenge. Id suggest starting off by giving everybody their own mini submarine, which could use Flying Vehicle as a basis. Actually flying vehicle can fly underwater by default, you'd just want to set its service ceiling to the sea level so it doesnt fly into the air.