Game Development Community

RPG's in Torque?

by Old Account · in General Discussion · 06/21/2004 (4:34 pm) · 20 replies

Is it possible to make a good RPG in Torque? I don't want to put down $100 and find out i can't... Are turn-based battles possible? or does it have to be all real-time? Can mpegs or wavs be put in for CG clips?

Also, besides torque, i would just need something to model with, right?

About the author


#1
06/21/2004 (5:13 pm)
Out the box Torque is built of FPS. But with the source code you can do anything you want. You just have to be truthful with yourself as far as your C++ talents go. If you do not have a strong grasp of C++ then you may not be able to make the engine do the things you need it to do.

There is a lot you can do with the scripting engine as well. But its up to you on how you want to bend Torque to your whims. If you want something more out the box and easy to setup you may wish to look elsewhere for an "RPG" solution.
#2
06/21/2004 (7:05 pm)
Anyone know where to find a good rpg engine, then?
#4
06/21/2004 (8:06 pm)
Nevrax is pretty good too, a little slim on tools, but it is being used in a commercial MMORPG
#5
06/21/2004 (10:10 pm)
Huh - well, I have RPG plans for Torque. But I'm not expecting an "out-of-the-box" solution.
#6
06/22/2004 (9:59 pm)
Daimonin, crossfire, zangband, prairie engine, and nevrax... thanks!
#7
06/22/2004 (10:03 pm)
Wait... arent the first 3 just games? and is prairie just for mmorpgs?
#10
06/23/2004 (12:27 am)
Anyone ever play Gothic & Gothic 2(German Games).

Always thought they were really awesome...
#12
06/23/2004 (1:11 am)
I own a copy of Gothic and I have the same problem with Josh. With my job forcing me to move around lugging a laptop (its an IBM T40 with only 16mb VRAM) ... I cant really play 3d intensive games (this the reason that although I have all NWN, I still playing in Shadow of Undrentide).

Honestly, I liked Gothic but I always become confounded when I try to continue a save game 4 weeks ago. It takes a while for me to remember what I was doing ... then my wife would start giving me dagger looks since I'm ignoring her again. ;)

I'm currently playing Temple of Elemental Evil (I think it was my wife's valentines gift to me)while I'm here in China and it's great. Would really slow down during heavy particle effects but its really engaging. :D

r/Alex
#13
06/23/2004 (9:50 pm)
Hmmm... my own code... Iv'e been trying that, but i know it would take a while to learn... better keep on going then...
#14
06/23/2004 (10:35 pm)
To make turn based fighting you don't even need to edit the source, you could simply script it, I mean its not that hard if you think about it.

Unless you want to have some kinda different system, because I am thinking about Final Fantasy style fighting. In Final Fantasy it was simply - when your time bar reachs full(can be done with a schedule) then your commands window will pop up(command from server to client - then the client pushs the dialog), then you choose what they want to do and click on it(client tells server) then it is added to the actions cue(server does this) and then executed when it is reached in the cue and then your time bar starts going again.
#15
06/24/2004 (12:47 pm)
I have to agree with Josh. If you want the RPG chores done right, you're going to have to do it yourself.
#16
06/25/2004 (11:38 am)
My first games were all RPGs. Done from scratch. They sucked --- heck, the first of them were text-adventure style games similar to an online MUD today. Then I added graphics to the text... came up with a painter's algorithm trick for doing pseudo-3d environments like Bard's Tale.

But there are no real 'standards' in RPGs. Most FPS games have pretty much followed the pattern set by Wolfenstein 3D. This makes it very easy to create a "Generic FPS engine," but it also makes it harder to create an FPS that stands out in the crowd. RPGs are all across the board. The look, the behavior - it's totally up to the designer. It can be 3D, 2D, first-person, third-person. How is combat handled? Is there inventory, and if so how is it managed? How do you handle character improvement? What objects and interactions are there in the game? The combinations are HUGE.

So it's a lot harder to create a "one-size fits all" RPG engine. No matter how HUGE you make it, most people are going to find it terribly limited.

My thought on Torque is that the indoor & outdoor environments + built-in UI & world editors make it a pretty solid engine to start with if you are doing a 3D RPG. If you want to make it multiplayer, Torque is all ready for that, too. But the actual gameplay is going to be a full-on do-it-yourself-er opportunity.
#17
06/25/2004 (12:24 pm)
And to add to what Jay just said, the do-it-yourself part isn't all that hard, except for how hard you make it on yourself. You can create all the variables and controls you need for the gameplay in script without touching code for the most part, though there's going to be a few times you'll have to do that too. Or, you can go the other route(as I did), and modify the engine itself so you can get what you want. It depends on what you need and what you're prepared to do to get it, rather than what the engine can give you, because TGE is pretty generic, and extremely flexible.
#18
06/25/2004 (12:43 pm)
I'd have to agree with Ted and Jay, they said it all.
#19
06/29/2004 (10:19 pm)
Thanks guys... That really helps!
#20
07/01/2004 (8:40 pm)
FF style is the Active Time Battle system :)

After playing FFXI online for a bit "Mainly to see how a real FF game is done online" They have tranlated that into a super real-time version. Its not design really for solo-play but just like any FF game a party is needed when you reach the higher levels and if you dont know your role your dead.

As far as additional RPG information. I think the 2D resource Mel is working on would be even better to do 2D rpg's in torque then 3D. There was a program called RPGMaker2000 for windows that let you make RPG's like the old Zelda's, Dragon Warrior, and Crystalis days of my Nintendo heh.

If there was a multiplayer version of those games back then.:))

As far as RPG content thats not too hard depending on what angle your going for. Personally trolls, orcs, and wizards and anything D&D has been done over and over again in every MMORPG that is coming out. Dont get me wrong if it sells it sells. But I like Anime RPG's and Sci-Fi fantasy elements. Enaging Story lines even if the graphics are crappy.

Iam not too worry about if the engine can do it, but rather if I will have something worth doing with it. LOL The engine like anything else is limited by the user to some degree. I am not a programmer but Iam becoming a very good resource pack-rat. I only grab those that will make my game more functional without getting feature creep happy. :)

John H.