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Questions

by Braveheart · in Torque Game Engine · 09/26/2007 (2:04 pm) · 2 replies

Hello all! I am the Head Developer of "Z Day" an online zombie first person shooter (www.zdaygame.com). I have no C++ knowledge but would like to learn it. I like the sound of this "Torque Script" and the over all power and possibilities of the TGE. We are seriously considering the TGE to use to develop Z Day.

I have a few questions thought about Torque Script (I'll refer to it as "TS").

1. We have planned various different systems within the game. I'm going to briefly discribe them here and I'd like to know if we could achieve them with TS alone. Hopeing that we can as we don't want to have to edit the C++ source.

Barricading: Players can collect wood and place it across doors in order to reinfiorce it. Players can also remove the wood and have it back in their inventory. Zombies can smask through the wood casuing it to dispaear. Is this possible in TS alone?

Infection: When a zombie bites you (or just basically attacks you) you become infected. Your blood bar will begin to turn black over time and you will move slower than normal. If it gets complete black the player will die and a zombie (NPC) will spawn in place of the player. Players can collect an anti-virus to cure the infection. Possible in TS?

Hunger: Players also have a hunger meter that always goes down at a certain amount over a certain amount of time. Players can gather food and eat that food to replenish their hunger bar. If the bar gets to low, they will move slower than normal, if the bar becomes empty, the player will die. Possible in TS?

Strength: The more items/weapons you carry the lower this bar will go, the lower the bar the slower you move. Possible in TS?

Dropping items/weapons: Players can drop any weapons or items they are carrying and then pick them back up again, wit the same ammo etc. Possible in TS?

Zombie AI: the zombies will run around the city (path-finding?) aimlessly until they spot a player, once a player has been spotted they will chase the player, when closer they will trigger an attack animation. If the player goes behind a door, the zombie will first attack the door and any barricaded wood then continue inside. Possible in TS?

2. I use blender for modelling, can I:

Export with UV textures?
Export with alpha parts on my model?
Export animated models?


3. Does TGE 1.4 come with the FPS starter kit with the multiplayer all ready to go?

4. Say I have the game all ready. How would I add the multiplayer to it? Would I code a certain thing, or do I push some buttons. I know, nooby, but it confused me. :p


That's all for now. Sorry for the long post but I don't want to waste money. :)

Thanks,
Robbie.

#1
09/26/2007 (2:25 pm)
4.) multiplayer works out of the box.
3.) yes
2.) I have not looked in a while, but I am pretty sure the exporter is up to snuff.
1.) without any c++ capabilities some of this stuff might be tricky, but it is all doable.
#2
09/27/2007 (5:40 am)
@Robbie - A few years back, my first exposure to TGE was during final project for Full Sail's game development program. We only had 3 months to design and code our game, which was a multi-player survival horror. Here's what we accomplished in Torque Script:

Barricading - If the player had boards, nails, and a nail gun in their inventory they could place boards over a door. All of our doors were destructible: they had hitpoints which were reduced by guns and melee damage. When you applied boards, the HP of the door was increased and the door was locked. The only way to get once the doors were barricaded was destroying the whole setup. This was very fun by the way.

Infection - We had a less complex version of infection in our game. Basically, if a player died they would respawn as a zombie. The newly zombified player had different stats (slower speed, more health, more armor), a new appearance, and new attacks. I'm sure you could also implement the slow infection method using TS and some clever GUI work.

Hunger - We did not implement this, but just as you could do with the infection meter, you can create a new GUI similar to the healthbar found in the starter.fps mod. You can change the color and how it drains all through TS.

Strength - Our avatars had various stats. While weight was not one of them, it can very easily be implemented in TS, as well as the affects it has on the player.

Dropping Weapons and Items: We got this in using just TS. The player could pick up weapons, drop them, pick them up again, lift crates, throw crates/items/weapons, and stack objects up.

Zombie AI - This was one of our failings. Like I said, we only had a few months, only person worked on AI, and said person was an idiot. Their path-finding was atrocious, their awareness of their surroundings can best be described as a toddler with sunglasses on, and their overall attack routine was often hindered by simple tasks like avoiding a char. When it comes to AI, I firmly believe the majority of the code should be done in C++, and applied in TS.

I'm not an artist so I can't give you any feedback about Blender. Sorry =(

As Badguy said, TGE comes with a few starter packs (FPS, racing, demo, tutorial).

As far as setting up multi-player, again Badguy was correct but there is script code you have to write. In the starter packs, they give you this code so it's just a matter of copying and pasting the right section to your game.