Game Development Community

RTS kit client/server question

by Pedro Damian Meza Herrera · in Torque Game Engine · 12/22/2004 (12:43 pm) · 3 replies

Hello all.

I am starting on a dungeon siege like game and I just purchased the indie torque and the RTS kit.

The RTS kit nertwork code seems more robust for a MMORPG game, but what it lacks its the inability to players join at any given time. At first the game will be LAN oriented but I plan that on future be hosted on a company server.

Anyone with the RTS Kit can give me advise on how to convert the all-join-at-the-start server into a join-freelly-like-diablo one?

thanks

#1
12/22/2004 (12:56 pm)
Well, since this is definitely RTS SK specific, you may want to check out the RTS SK Private forums (edit your subscriptions using the Edit Subscriptions link on the right).

Short answer however is that you just need to remove the lobby scripts and replace them with a login to server GUI/script set (which you'll want to create yourself, as it's pretty game-specific). You will probably want to go ahead and configure yourself up as a dedicated server-dedicated client model from the beginning, since the transition would most likely get more complex as you go along, but it's probably not a requirement.

In the shot run however, you can (mostly) duplicate the code from the stock TGE login process pretty easily for what you are looking for.
#2
12/23/2004 (7:14 am)
Woa, light! thanks for the tip, will post there and thanks for the advise.

One question, would it be better to start from the RTS kit network code or from the FPS TGE network code?
#3
12/23/2004 (7:40 am)
There is a post in the private forums dealing with exactly that question!

One of the guys has already done this, from both directions actually. Should be a good intro post for you.