Does Garage games have an mmo- creator
by Jos In · in Game Design and Creative Issues · 08/07/2005 (3:12 pm) · 29 replies
Hi, i wanted to know 2 things, one is:
Does garage games have an mmo- creator, secondly i wanted to know if the torque game engine is just an engine, or if it is a creator to.
thank you
Does garage games have an mmo- creator, secondly i wanted to know if the torque game engine is just an engine, or if it is a creator to.
thank you
#2
08/07/2005 (3:26 pm)
So, you have to know a programming code with this?, theres no other way?
#3
2. Even products like RealmCrafter require a lot of intimate knowledge (and programming prowess) to utilize effectively.
3. You need to learn to identify a bolt before you attempt to build a ship worthy of interstellar space travel.
EDIT: Spelling
08/07/2005 (8:14 pm)
1. MMO's are one of the most complex types of online games that one can create.2. Even products like RealmCrafter require a lot of intimate knowledge (and programming prowess) to utilize effectively.
3. You need to learn to identify a bolt before you attempt to build a ship worthy of interstellar space travel.
EDIT: Spelling
#4
I've tried some 'visual' game builders, and they all kinda fell flat once you tried to do something complicated.
If you have the cash laying around(and a ton of it), you could license Unreal 3, which I've heard has a real nice visual scripting system called Unreal Kismet. Don't know when that kind of tech will filter down low enough for small fries like most of us to have access to them.
As far as MMO's go, it's best to start simple and work you're way UP to such a project. I too have an idea for an MMO, but I keep my ideas for it stored away in a bunch of scribbled notes untill I feel my skills are good enough to attempt such a thing(which, admittedly, at this point looks to be a LONG way off)
08/07/2005 (9:30 pm)
If you want to make games, your gonna have to do at least a little programming. There's no way around it currently.I've tried some 'visual' game builders, and they all kinda fell flat once you tried to do something complicated.
If you have the cash laying around(and a ton of it), you could license Unreal 3, which I've heard has a real nice visual scripting system called Unreal Kismet. Don't know when that kind of tech will filter down low enough for small fries like most of us to have access to them.
As far as MMO's go, it's best to start simple and work you're way UP to such a project. I too have an idea for an MMO, but I keep my ideas for it stored away in a bunch of scribbled notes untill I feel my skills are good enough to attempt such a thing(which, admittedly, at this point looks to be a LONG way off)
#5
And yes, you will need to do a lot of custom programming. Torque is a beautiful tool but no game development product truly works "out of the box". Any game worth a hill of beans, even one created with Torque, will most likely require customization. That will require a lot of C++.
Good luck!
08/07/2005 (11:16 pm)
You can make an MMO with Torque, though I wouldn't recommend trying to make the world seamless. You'll need a number of zones as well numerous server threads listening on multiple ports.And yes, you will need to do a lot of custom programming. Torque is a beautiful tool but no game development product truly works "out of the box". Any game worth a hill of beans, even one created with Torque, will most likely require customization. That will require a lot of C++.
Good luck!
#6
I like that :)
Edit: I'm surprised I didn't notice that when I quoted it, but anyway, I still like it (and I learned a new word: arrempt!)
08/08/2005 (11:16 am)
"You need to learn to identify a bolt before you attempt to build a ship worthy of interstellar space travel."I like that :)
Edit: I'm surprised I didn't notice that when I quoted it, but anyway, I still like it (and I learned a new word: arrempt!)
#7
EDIT:
That's what I get for bad scansion! (and replying to a post-post in a pre-post).
08/08/2005 (12:45 pm)
Dammit! I didn't add a 'y' to 'worth'! A-editing I will go!EDIT:
That's what I get for bad scansion! (and replying to a post-post in a pre-post).
#8
I do that when people quote me as well. :D
08/08/2005 (12:49 pm)
You noticed the lack of a Y, but not the "arrempt"?I do that when people quote me as well. :D
#9
1. learn c++ myself, and program the game.
2. post a job add: so here it is, all of ya with some c++ exp. who wanna do a mmo- and who love the torque engine:
Planet.nana.co.il/darksteel/darksteel.htm (soon to be www.darksteelworld.com!)
08/08/2005 (3:16 pm)
Well there are 2 things i can do now1. learn c++ myself, and program the game.
2. post a job add: so here it is, all of ya with some c++ exp. who wanna do a mmo- and who love the torque engine:
Planet.nana.co.il/darksteel/darksteel.htm (soon to be www.darksteelworld.com!)
#10
08/08/2005 (3:25 pm)
It's not easy to make an MMO. Start small, especially if you're new.
#11
08/08/2005 (3:34 pm)
Link is broken... maybe you meant Planet.nana.co.il/darksteel/darksteel.html
#12
It makes you feel like God creating the universe. Thats why even though it's not like the best or most popular genre, tons of people want to create one. Whoo im good!
08/08/2005 (7:14 pm)
MMORPGs are overrated. I can't believe they are so common for newbie "how to make this game" posts. I mean, sure a lot of them are really fun, but... What is it about making an MMORPG thats such a common dream anyway? *Instant theory machine activated*It makes you feel like God creating the universe. Thats why even though it's not like the best or most popular genre, tons of people want to create one. Whoo im good!
#13
Or use the Darkbaisc game engine for you MMO. For around $90 you can get the professional version which can make a MMO, but the worlds can only hold 200+ players. For someone who doesn't have a real programming clue, and is lacking the major funds need for a real MMO, I'd take one of these 2 routes.
If this is your first attempt at making games, start smaller. I'd buy one of these basic engines and work yourself up into something bigger like torque.
08/08/2005 (8:29 pm)
If your looking for an easier way to make an MMO, look at Realm Crafter. It is based off of the Blitzbasic 3D game engine, and is supposed to be easy to use. I think they are hoping for a release this year sometime. And is $55 indie, $110 commercial.Or use the Darkbaisc game engine for you MMO. For around $90 you can get the professional version which can make a MMO, but the worlds can only hold 200+ players. For someone who doesn't have a real programming clue, and is lacking the major funds need for a real MMO, I'd take one of these 2 routes.
If this is your first attempt at making games, start smaller. I'd buy one of these basic engines and work yourself up into something bigger like torque.
#14
08/09/2005 (3:51 am)
No, realm crafter has hidden costs, we started hating it, RC comes to a total of 410 USD, it hasen't got half the qualaty of this engine. and for our plan, we need to support a minimum of 1600 players (we just need a strong enough server), but anyway, we'll stick with this engine, i already started my c++ course (meaning going from vb 6 to C++ so there's no problem, if we get a little more programmers...
#15
My guess is that you are in high school? You have time, just realize there will be a lot of persistence and determination involved.
I would have actually recommended staying with Blitz3D.... I can't see why, as a beginner, you would need to write a game that supports 1600 players minimum. I'll tell you this right now....to learn C++ and THEN learn 3D in general and then learn Torque, and then learn how to make a MMORPG in Torque, and then actually MAKE the game.... with a modest budget (which I assume you have) , you will not finish before the end of 2007, I don't care how fast you learn.
Also, for such a huge game....have you even thought of server costs? What is your budget for this project? (You don't have to answer that publicly).
I would suggest starting smaller. Blitz3D can do what you want. Scale down your expectations. Once you realize the industry you are in, you will have to scale down anyway, or you will probably end up quitting.
08/09/2005 (4:10 am)
That's fine, just prepare yourself for several years of study. On top of that, who is (are) your art team? (Unless you are already a CG artist....you haven't mentioned yet whether you are or not) But the modeling, texturing, and animation for any game is a serious job. You can outsource it, but you are talking about a lot of money if you do.My guess is that you are in high school? You have time, just realize there will be a lot of persistence and determination involved.
I would have actually recommended staying with Blitz3D.... I can't see why, as a beginner, you would need to write a game that supports 1600 players minimum. I'll tell you this right now....to learn C++ and THEN learn 3D in general and then learn Torque, and then learn how to make a MMORPG in Torque, and then actually MAKE the game.... with a modest budget (which I assume you have) , you will not finish before the end of 2007, I don't care how fast you learn.
Also, for such a huge game....have you even thought of server costs? What is your budget for this project? (You don't have to answer that publicly).
I would suggest starting smaller. Blitz3D can do what you want. Scale down your expectations. Once you realize the industry you are in, you will have to scale down anyway, or you will probably end up quitting.
#16
08/09/2005 (7:15 am)
I'm interested in why you started hating Realm Crafter. I've been in the beta program since it opened and for what it gives you, it's worth much more than the $410 you quoted.
#17
1. RC is easy to use, but what the site Hid, was that there still was a lot of custom programming
2. it promised us that the costs would be 110 USD, wich is in our engine's budget, thanks to looking at the FORUM'S we discovered that another 250 should be paid for scripting rights and another 50 for something else. we din't really like this Backstabbing and hiding
3. RC is a really good engine, but we found a few things lacking, not that we thought it wasen't added later on but we just kept losing faith encountering lacks
4. RC is still in it's development fase, it could be 2 months to release, but it could allso be 2 years
5. from VB> C++ is not a to hard step , and since i have both languages, i don't have to pay more.
6. The torque engine is still a little more detailed, and when i ran up to a hill with the leader of a program (in the FPS version) we both where like "this is it! it's perfect!"
this is a part of the reason's i know others of the team will agree on, i think this are enough reasons... what is my biggest reason to decline RC, is RC's Backstabbing attitude, of hiding extra costs and dates, only giving out tiny screenshot's of finished projects, not the 22332654372546256 hour process of making an game. (oh, and yes we are aware that the pro version of Torque is more expensive, but it's not hidden from sight, it just sais it under the pursache)
08/11/2005 (5:53 am)
Well, why we started hating RC, here are a couple of reasons:1. RC is easy to use, but what the site Hid, was that there still was a lot of custom programming
2. it promised us that the costs would be 110 USD, wich is in our engine's budget, thanks to looking at the FORUM'S we discovered that another 250 should be paid for scripting rights and another 50 for something else. we din't really like this Backstabbing and hiding
3. RC is a really good engine, but we found a few things lacking, not that we thought it wasen't added later on but we just kept losing faith encountering lacks
4. RC is still in it's development fase, it could be 2 months to release, but it could allso be 2 years
5. from VB> C++ is not a to hard step , and since i have both languages, i don't have to pay more.
6. The torque engine is still a little more detailed, and when i ran up to a hill with the leader of a program (in the FPS version) we both where like "this is it! it's perfect!"
this is a part of the reason's i know others of the team will agree on, i think this are enough reasons... what is my biggest reason to decline RC, is RC's Backstabbing attitude, of hiding extra costs and dates, only giving out tiny screenshot's of finished projects, not the 22332654372546256 hour process of making an game. (oh, and yes we are aware that the pro version of Torque is more expensive, but it's not hidden from sight, it just sais it under the pursache)
#19
I was looking at your web site, and I've gotta say, ouch. If you really want to attract people to your game, fix up that site. When I'm reading up on a game, even if the reviews are good, and I see a site like that, it's a real turn-off. You might want to go a little easier on the colours, I found it difficult to read and the picture tiling is the background is very distracting.
You also might want to fix spelling mistakes (example: UNKNONE), they really affect me, so they will probably affect others as well.
Just trying to help you out, please don't take it as a flame.
Also, does your artist use pastels for the concept art?
And yes, I put a u in colour, and you can't stop me :)
08/11/2005 (8:21 am)
Now, I don't want to sound mean here or anything, so this is just a suggestion.I was looking at your web site, and I've gotta say, ouch. If you really want to attract people to your game, fix up that site. When I'm reading up on a game, even if the reviews are good, and I see a site like that, it's a real turn-off. You might want to go a little easier on the colours, I found it difficult to read and the picture tiling is the background is very distracting.
You also might want to fix spelling mistakes (example: UNKNONE), they really affect me, so they will probably affect others as well.
Just trying to help you out, please don't take it as a flame.
Also, does your artist use pastels for the concept art?
And yes, I put a u in colour, and you can't stop me :)
#20
RC had projected costs and were looking at how to finalize their pricing. But if you're estimating ~$100 budget and the ability to support 1600 players... It just blows my mind. Server redundancy and bandwidth not-withstanding...wow. Just wow.
08/11/2005 (11:56 am)
Creating a MMO is a 22332654372546256 hour process regardless of the engine you use. If you don't provide constant content, your subscribers...won't.RC had projected costs and were looking at how to finalize their pricing. But if you're estimating ~$100 budget and the ability to support 1600 players... It just blows my mind. Server redundancy and bandwidth not-withstanding...wow. Just wow.
Associate Joseph Euan
Torque is a game engine, but apps are being made with it, i.e Show tool pro and torque constructor.