Torque 2D as a "risk" board game manager?
by Reto Steffen · in Torque Game Builder · 03/13/2006 (11:56 pm) · 18 replies
I was wondering if Torque 2D would help/let me program a "risk" kind of game. The special thing is that i would need to make it multiplayer, where each player has a front for the game which would send his instruction to a "main" game which would evaluate the instructions from the players and send back to the players the new situation.
The main task would be to colorize and modify a map.
Is Torque 2D the engine to do this?
Thanks for any help
reto
The main task would be to colorize and modify a map.
Is Torque 2D the engine to do this?
Thanks for any help
reto
#2
so you would recommend the Game engine and not the 2D game builder?
03/14/2006 (12:01 am)
Great! Thanks!so you would recommend the Game engine and not the 2D game builder?
#3
03/14/2006 (4:16 am)
They are the same product - unless you mean Torque Game engine, whom is in 3d.
#4
03/14/2006 (3:10 pm)
I think you may have misunderstood something--I didn't mention Torque Game Engine at all (it's a different product). I would suggest using Torque Game Builder (the new name for T2D) for this type of game.
#5
03/14/2006 (11:32 pm)
Ok great that was my mistake. Thanks
#6
03/20/2006 (11:47 am)
"...leading you step by step through making a turn based strategy game." Stephen would you post the link to the tutorial you've mentioned? Thanks
#7
You also have a pdf in your docs directory for the checkers demo (also a turn based "strategy" game if you think about it!", as well as the full script code for that demo as well.
03/20/2006 (12:51 pm)
TDN For TGB. It's on the right side, the "Strategy Game Basics" section.You also have a pdf in your docs directory for the checkers demo (also a turn based "strategy" game if you think about it!", as well as the full script code for that demo as well.
#8
05/13/2006 (3:57 pm)
Ive checked this, but it seems all pages on the multiplayer strategy game arent available yet? it tells me i can write it
#9
alright, I will take the plunge. had to check the deep end first. thanks.
05/26/2006 (5:30 am)
Ok, so Torque Game Builder has turn based networking ability ? right ? plus a 200+ page tutorial.alright, I will take the plunge. had to check the deep end first. thanks.
#10
aka. I have a friend who has taken NSA sattilite photo's and made a risk map out of them (its a 500mb photo shop document, beautifully done). Most of my work so far as been in TSE and TGE and my first thought was to try and build an abstract risk framework and a map editor/ rules editor. Then i realized you couldn't release TGB or T2d or w/e its currently called with .cs files... how strict is that? Can you release it with 1 or 2 .cs files? (for example i know some people HATE mission cards when playing risk, i would like to release the source to the mission cards.cs file so that individual users could customize how mission card turn ins are handled.
or would i have to do this with some kind of preference.cs file?
P.S. *Just realized im running out of time to buy it (TGB) cheap so i purchased it. Is the current mac version a universal binary, and how long will it take that change to propigate through your system and get me access to the TDN link.
06/05/2006 (9:51 am)
What are the script distribution problems that may arrise in the development of Risk for Torque 2d?aka. I have a friend who has taken NSA sattilite photo's and made a risk map out of them (its a 500mb photo shop document, beautifully done). Most of my work so far as been in TSE and TGE and my first thought was to try and build an abstract risk framework and a map editor/ rules editor. Then i realized you couldn't release TGB or T2d or w/e its currently called with .cs files... how strict is that? Can you release it with 1 or 2 .cs files? (for example i know some people HATE mission cards when playing risk, i would like to release the source to the mission cards.cs file so that individual users could customize how mission card turn ins are handled.
or would i have to do this with some kind of preference.cs file?
P.S. *Just realized im running out of time to buy it (TGB) cheap so i purchased it. Is the current mac version a universal binary, and how long will it take that change to propigate through your system and get me access to the TDN link.
#11
@Pauliver
Why not make an option screen giving the user a toggle for different "house rules" settings?
I believe you can also leave the primary main.cs in the package (Think Tanks did).. so you could go cheezy and just provide a script read.me of some lines of code to exec the card.cs file hidden internally...
or more cheezy read input from a text style file that the user edits per instructions.. :)
edit: added reply to pauliver's post
06/06/2006 (3:48 am)
The strategy tutorial seems to be for a RTS game such as warcraft.. it does contain alot of good info that could be used to make a turn based strategy game but in my searching I have yet to find a good example of a strategy game in a "board game" style.. checkers is the closest yet but it doesn't really contain alot of info on setting up your "rules".@Pauliver
Quote:Can you release it with 1 or 2 .cs files? (for example i know some people HATE mission cards when playing risk, i would like to release the source to the mission cards.cs file so that individual users could customize how mission card turn ins are handled.
or would i have to do this with some kind of preference.cs file?
Why not make an option screen giving the user a toggle for different "house rules" settings?
I believe you can also leave the primary main.cs in the package (Think Tanks did).. so you could go cheezy and just provide a script read.me of some lines of code to exec the card.cs file hidden internally...
or more cheezy read input from a text style file that the user edits per instructions.. :)
edit: added reply to pauliver's post
#12
on the above link TDN For TGB posted by "Stephen Zepp, Employee".
can anyone else access this section for TDN ?
06/06/2006 (5:49 am)
Seems that while I am a "member", i still cant access the documentationon the above link TDN For TGB posted by "Stephen Zepp, Employee".
can anyone else access this section for TDN ?
#13
http://tdn.garagegames.com/wiki/Torque_Game_Builder
Note that you may have to log in separately to TDN (same username and password as the rest of the GG site).
06/06/2006 (6:27 am)
This should get you there:http://tdn.garagegames.com/wiki/Torque_Game_Builder
Note that you may have to log in separately to TDN (same username and password as the rest of the GG site).
#14
As TGB is perfect for a (strategy) boardgame and it can handle 3d objects, ar these 3d pieces viewed from say a top-down view or a side view or can you create a static pan-view camera (or a camera controlled by the player). Can a camera be controlled by the player, rotated for example?
furthermore, how far can you go with the 3d world? can a 'city builder/ resource game' be made like the settlers series? (later 3d versions)
thx
06/20/2006 (12:09 pm)
I've been reading this post for the couple of days and I got some questions:As TGB is perfect for a (strategy) boardgame and it can handle 3d objects, ar these 3d pieces viewed from say a top-down view or a side view or can you create a static pan-view camera (or a camera controlled by the player). Can a camera be controlled by the player, rotated for example?
furthermore, how far can you go with the 3d world? can a 'city builder/ resource game' be made like the settlers series? (later 3d versions)
thx
#16
06/25/2006 (8:22 am)
@Pauliver - I realize this was a fairly old post, but it's something I feel is worth mentioning: it's my understanding (and someone please correct me if I'm wrong about this) that you can in fact release .cs files with your game. You cant release the engine source code, but I'm pretty sure you can release all your .cs files if you want your game to be moddable. In your case though it seems like allowing the player those kind of options from within the game might be a better design choice, rather than requiring your players to modify game scripts.
#17
Actually this project has gotten far allready, I'm putting the finishing touches on my (graphically crappy, but code complete) gui map editor, so that creating new risk maps will be as simple as putting together a tilelayer/level, saving it. then importing it into the map editor to define where the countries themselves are and what countries they link to.
06/25/2006 (8:39 am)
Thanks Thomas, Yeah i intend to make switches inside the game for the different risk card options, but i also want it possible that people could script there own. Actually this project has gotten far allready, I'm putting the finishing touches on my (graphically crappy, but code complete) gui map editor, so that creating new risk maps will be as simple as putting together a tilelayer/level, saving it. then importing it into the map editor to define where the countries themselves are and what countries they link to.
#18
06/25/2006 (8:59 am)
You could only release the .cs files if they don't contain any TGB specific code. You'd probably need to write a whole load of wrappers to hide the actual TGB functionality behind your own function calls.
Torque 3D Owner Stephen Zepp