Pseudo 2d game -newbie question
by Backman · in General Discussion · 11/21/2006 (3:07 am) · 3 replies
Hiya, I'm just starting to learn about Torque and other engines. There's a heap of information to go through and I'm slowly starting to understand things better. I'd like to create a 3d game that mimics the old classic 2d shoot'em up view, so a camera that's following your player but has limits on the X and Y (hoping that makes sense).
The game is meant to get played mainly online with up to 8-12 players in 2 teams. Simple physics that don't lag would be great here as well but not sure how much of that Torque could handle online? The outdoor terrain Torque offers would be useless in our case so we're looking at creating all environment as static objects, preferable as a destroyable environment. That last one seems tricky and might leave that in favour of other features.
I've been looking through the forum and various resources but can't really find much about pseudo 2d game creation.. the game Zap! seems to have some basic similar features/code but can't find much about coding such a game. I take it there's no templates for this type of game? That'd be the easiest obviously but not afraid to dig in.
If anyone would be so kind and kick my butt in the right direction or just give any advice at all it'd be greatly appreciated!
Thanks in advance.
The game is meant to get played mainly online with up to 8-12 players in 2 teams. Simple physics that don't lag would be great here as well but not sure how much of that Torque could handle online? The outdoor terrain Torque offers would be useless in our case so we're looking at creating all environment as static objects, preferable as a destroyable environment. That last one seems tricky and might leave that in favour of other features.
I've been looking through the forum and various resources but can't really find much about pseudo 2d game creation.. the game Zap! seems to have some basic similar features/code but can't find much about coding such a game. I take it there's no templates for this type of game? That'd be the easiest obviously but not afraid to dig in.
If anyone would be so kind and kick my butt in the right direction or just give any advice at all it'd be greatly appreciated!
Thanks in advance.
#2
So we're looking at ripping out the pseudo-2d-ness and going for the real thing, and TGB looks really nice.. the one thing regarding that is the network code. Is it possible to use TGE's network code with TGB somehow? The turn based multiplayer mode TGB offers isn't quite enough for what we're planning as you might understand. If this would be possible I think we've done enough looking around. Please say yes? Even if it doesn't work, just to make me happy? ;)
Thanks again!
11/21/2006 (5:51 am)
Thanks for the quick reply Thomas, we're kind of starting to realize it is maybe a bigger project than we initially thought. :)So we're looking at ripping out the pseudo-2d-ness and going for the real thing, and TGB looks really nice.. the one thing regarding that is the network code. Is it possible to use TGE's network code with TGB somehow? The turn based multiplayer mode TGB offers isn't quite enough for what we're planning as you might understand. If this would be possible I think we've done enough looking around. Please say yes? Even if it doesn't work, just to make me happy? ;)
Thanks again!
#3
11/22/2006 (3:18 am)
Going to answer my own question.. seems like the best thing to do is to convert your game to TGE and use the networking code there.
Torque Owner Thomas Buscaglia
If you're really gung-ho about it, I would say docs and reference are always a good place to start. Break down the game into the core elements that have to work for a proof of concept and tackle those one by one. Camera and character physics are two big ones for your concept. Then combat and interactivity. After that you've got networking, but with TGE all the hard stuff is done for you.