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What about this idea?

by Nick · in Game Design and Creative Issues · 07/04/2005 (2:36 pm) · 6 replies

I was wonding whether Torque would be a good engine to base this game on, if it would be better just to make it from scratch.

The game would be a online-multiplayer game based in space. The enviorment would be filled with floating "islands" and the player would be able to buy ships, customize them, fly them, and walk throughout them. He would also be able to hire certain computer players to work for him. They would then be under his control, the player could use them to fight, build on an island, or operate other ships for him. There would be a maximum numer of these computers that the player would be able to have control, probably 10 or so. The player would also be able to gain levels through the him being in combat, and/or he would be able to select one skill at a time that he wanted to gain levels in, which would grow automatically, over time. There will be more to it than just this, but I dont want to write a novel here...

So what do yall think, is torque a suitable engine for this type of game?

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#1
07/04/2005 (3:28 pm)
Sure you could do it with torque, but the scope of the game you are describing is huge. unless you have a large team behind you, I wouldn't suggest pursuing it.
#2
07/04/2005 (4:25 pm)
The strcture looks very good, it's like a rts where the units are other players. The best thing is a player can auto-manage his resources, have a carrier as soldier and the players can join teams, work on theyr way, free gameplay!!!

Bye, Thc.
#3
07/05/2005 (7:06 am)
An MMO game is a HUGE undertaking...so says the industry. And yet, if you are a one-man team fighting the multi-million-man team of the game industry (such as EA), you take on too big a task and sink just like the others. If you are a one-man team, make a small game. No, not a bloody prototype, I mean a SMALL MMO game. Say, two of those islands, less custom parts, less computer players, and less of an extravagent enviroment. Then build from there. That would be my plan. In fact, that's one of my dreams is creating my own MMO. Despite how people contradict this, it still is feasible.

Then again, if you're with a mass of people ready to development, don't mind me.

Other than that, the game sounds awesome.
#4
07/05/2005 (11:22 am)
You would also need a sever to host the game. (if it is a MMO game) and that would cost some coin.
#5
07/05/2005 (12:12 pm)
I agree with Joshua on the scope of this...too large.

To answer the technical question. Yes torque would be suitable for all of that. The biggest hurdle would be ships you can walk IN that also move around in space. Probly that would best be "faked" in some way.
#6
07/06/2005 (4:12 pm)
Well, if I would make this game, it would be with other people... I was'nt going to jump in head first either. I was planning on making a smaller game first with the group, then if all goes well, we would try to take on this one. I know about the cost of running servers and so on. To lower the server load and to increase player interaction I would probably set the amount of computer players that the person could control to be very low (around 5 or so.) The goal is to combine the fun of rpgs and other space sims, such as freelancer with strategy games like Time Of Defiance. I like Connor's idea of starting small, then growing from there, instead of trying to complete the whole game for release.