Can made a game like WOW using Torque ?
by Wangxu · in Torque Game Engine · 11/16/2005 (6:46 pm) · 14 replies
I wan't to know.
Torque current effect like lineage2,it is far away than WOW.include lighting effect,water effect....etc.
Torque current effect like lineage2,it is far away than WOW.include lighting effect,water effect....etc.
About the author
#2
China can supply enongh person to play you online MMORPG.of course you game must be best like WOW
In china,about 20000000 online mmorpg player ,and 6000000 pay for it.and about 2000000 person playing WOW when I post this message.
11/16/2005 (7:18 pm)
China.China can supply enongh person to play you online MMORPG.of course you game must be best like WOW
In china,about 20000000 online mmorpg player ,and 6000000 pay for it.and about 2000000 person playing WOW when I post this message.
#3
11/16/2005 (7:23 pm)
TSE with the lighting kit can make a game that looks as good as WOW and Lineage 2. (look at the latest avi's from the IGC). China is a great market, I think there is a lot of money to be made there.
#4
11/16/2005 (7:24 pm)
It isn't the number of players that you need initially. It is the number of developers to get the game done. Only when you have something playable can you pray that the people will come.
#5
yes I agree with you
I want developer a game but I need "stronger" developers.not easy find them.
11/16/2005 (7:53 pm)
David Blakeyes I agree with you
I want developer a game but I need "stronger" developers.not easy find them.
#6
11/16/2005 (8:05 pm)
Wangzu: Only 2% of the Chinese populace plays MMOs? I assume we are referring to the PRC, not the ROC (I don't think Taiwan/Formosa has that many people).
#7
11/16/2005 (8:24 pm)
Torquecan do the effects, but the network code are not suitable for a MMO
#8
WOW's client is just like EQ2's just made to run faster framerate without heavy laggy shaders.
www.prairiegames.com/games.html
11/16/2005 (8:31 pm)
There already is a Torque MMOG with technology close to WOW's.WOW's client is just like EQ2's just made to run faster framerate without heavy laggy shaders.
www.prairiegames.com/games.html
#9
yes I agree with you
I want developer a game but I need "stronger" developers.not easy find them.
11/16/2005 (9:55 pm)
David Blakeyes I agree with you
I want developer a game but I need "stronger" developers.not easy find them.
#10
no 2% only 1% .Chinese populace is 1300000000.
if your game can improve 1 percent in china , then about $800000000 us dollor into you bag every year
Randy "Vashner" Anthony
I think is not enough .....
11/16/2005 (10:08 pm)
Mike Kuklinskino 2% only 1% .Chinese populace is 1300000000.
if your game can improve 1 percent in china , then about $800000000 us dollor into you bag every year
Randy "Vashner" Anthony
I think is not enough .....
#11
11/17/2005 (12:15 am)
Asian Markets in general are a gold mine. I'm living in Thailand atm, a very poor country. Yet if you go to the malls or on the street at a gaming cafe the places are filled with people playing mmogs. They are generally paying by the hour instead of a monthly subscription, and they pay much less than you would pay in America/Europe... That having been said most of the big name MMOGs from back home never make it here, they are generally playing 2d mmogs or games like RYL or Saga of Ryzom. There's a huge potential for extra income in these countries. For that matter not only for MMOGs, but if your making other types of games and haven't been able to sell many copies stateside, consider doing some localised copies in Asian markets... The piracy here is notorious but it's an extra revenue stream.
#12
For a single player game use GG's ignition distribution method. It looks to be pretty sound to me.
Also the keys elements to making any game have to be in effect before you can proceed.
#1 Budget, ya gotta have money, everyone who works for you will want to be paid, and you need money for dev tools etc.
#2 Skilled Programmers, they ain't cheap but they are worth it.
#3 Excellent 2D artists, even 3D games have 2D elements a poor UI design will kill your game people won't play it if they can't figure it out.
#4 Excellent 3D Artists (If doing a 3D game), the stock models are not really suitable for anything more than placeholder art. You need a professional artist to give your game spit and polish.
#5 A game plan, gotta know pretty much exactly what you want, and it has to be something different and/or better than what has come before.
And last but not least.
#6 Complete and total dedication, as Minions of Mirth has shown us anything is possible if you are dedicated and stick with it. I have seen that game grow from a twinkle in his eye, I didn't think could possibly succeed to something totally and completely drool worthy, and the thing isn't even out of beta yet!
11/17/2005 (1:05 am)
Piracy is exactly the reason why when I ship my MMO game the client itself will be available either as a free download or for a nominal media charge, and then just charge for a one time use license key or utilize a donation method of some sort.For a single player game use GG's ignition distribution method. It looks to be pretty sound to me.
Also the keys elements to making any game have to be in effect before you can proceed.
#1 Budget, ya gotta have money, everyone who works for you will want to be paid, and you need money for dev tools etc.
#2 Skilled Programmers, they ain't cheap but they are worth it.
#3 Excellent 2D artists, even 3D games have 2D elements a poor UI design will kill your game people won't play it if they can't figure it out.
#4 Excellent 3D Artists (If doing a 3D game), the stock models are not really suitable for anything more than placeholder art. You need a professional artist to give your game spit and polish.
#5 A game plan, gotta know pretty much exactly what you want, and it has to be something different and/or better than what has come before.
And last but not least.
#6 Complete and total dedication, as Minions of Mirth has shown us anything is possible if you are dedicated and stick with it. I have seen that game grow from a twinkle in his eye, I didn't think could possibly succeed to something totally and completely drool worthy, and the thing isn't even out of beta yet!
#13
I just wanted to correct this misunderstanding: In fact, Torque Networking has been selected by an up and coming MMO published by one of the top 3 MMO distributers worldwide because it by far exceeded anything existing, and increased the performance of their internal netcode by roughly 800%.
Torque networking out of the box is not configured or optimized for hundreds (or thousands) of simultaneous players, but it most certainly is suitable (and in fact extremely powerful) for an MMO.
11/18/2005 (9:53 am)
Quote:
Torquecan do the effects, but the network code are not suitable for a MMO
I just wanted to correct this misunderstanding: In fact, Torque Networking has been selected by an up and coming MMO published by one of the top 3 MMO distributers worldwide because it by far exceeded anything existing, and increased the performance of their internal netcode by roughly 800%.
Torque networking out of the box is not configured or optimized for hundreds (or thousands) of simultaneous players, but it most certainly is suitable (and in fact extremely powerful) for an MMO.
#14
03/22/2007 (2:45 am)
We are running torque in singleplayer mode, and are having our own server connection through a class from tcpobject. Works fine. It takes a little work getting movements updated etc, but after that it works great.
Associate David Montgomery-Blake
David MontgomeryBlake
The problem will not be the engine as much as it will be your developers' skillset. Josh Ritter's game is proof that a small, dedicated team can make a very nice online RPG...but they are the exception to the rule of 9 billion players-who-want-to-cash-in-on-the-MMORPG-fad.