Multiple Worlds
by Jeffrey S. · in General Discussion · 12/29/2007 (12:24 pm) · 14 replies
I am somewhat new to torque and i am wondering if you can create multiple worlds. If you can can someone tell me how? thank you
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#2
12/29/2007 (2:09 pm)
Can you make more than one world, like ones that you can fly to?
#3
12/29/2007 (2:11 pm)
Kind of like Mario galaxy
#5
http://www.garagegames.com/mg/forums/result.thread.php?qt=25650
And here is an example with movies.
http://www.garagegames.com/blogs/40622/14032
12/29/2007 (2:28 pm)
It's possible and has already been done. Unfortunately no one has released any resources and you'll have to figure out how to do it yourself. Problems you face are gravity and the fact that the torque charcter does not like to be upside down by default. Here is a thread on the issue.http://www.garagegames.com/mg/forums/result.thread.php?qt=25650
And here is an example with movies.
http://www.garagegames.com/blogs/40622/14032
#7
definition of a blog: A frequently updated journal or diary usually, often hosted by a third party.
12/29/2007 (3:23 pm)
No reason to post a blog if you're asking a question. That's not what a blog is. Keep it to the forums. Plus, you're cluttering the site with the same questions, and your question has been answered. Thanks.definition of a blog: A frequently updated journal or diary usually, often hosted by a third party.
#8
You would have to have a load time in between each, as it loaded the new world, at least in torque. To make a game like Mario Galaxy would be quite difficult, and if I were going to do it I would probably start from scratch. Not to say that Torque could not do this, but to do it well you would have to (heavily) rework the terrain code to support the worlds. Or, alternatively you could have the worlds be map files, which would work fairly well. Gravity would be a relatively small tweak, but when it comes down to it Torque is not meant to do this. I can only imagine you would meet some resistance from the collision and physics code already in place.
And then on top of all that you have the MMORPG portion, even without that a game like this game (I don't know the details) would (ideally) be 3 or 4 solid years of effort for me to complete (probably more like 50 once you take into account Hofstadter's law). If you can get a team together go for it, but make sure the pay out will be worth the effort.
edit: small typo's and changes
12/29/2007 (3:33 pm)
Yes questions are better kept in the forums I'll post my reply here and there to make it easier to find if somebody tries to find it later (can't hurt). You would have to have a load time in between each, as it loaded the new world, at least in torque. To make a game like Mario Galaxy would be quite difficult, and if I were going to do it I would probably start from scratch. Not to say that Torque could not do this, but to do it well you would have to (heavily) rework the terrain code to support the worlds. Or, alternatively you could have the worlds be map files, which would work fairly well. Gravity would be a relatively small tweak, but when it comes down to it Torque is not meant to do this. I can only imagine you would meet some resistance from the collision and physics code already in place.
And then on top of all that you have the MMORPG portion, even without that a game like this game (I don't know the details) would (ideally) be 3 or 4 solid years of effort for me to complete (probably more like 50 once you take into account Hofstadter's law). If you can get a team together go for it, but make sure the pay out will be worth the effort.
edit: small typo's and changes
#9
12/29/2007 (3:38 pm)
What if i put objects in space that people can walk on?
#10
12/29/2007 (3:55 pm)
Is there a way to do it without having to load the new world?
#11
12/29/2007 (4:40 pm)
You will have to write a streaming mechanism, which is a huge order. If you are more than competent in C++ and used to sorting through large source bases, then you could probably sort out the interlinking bits to figure out how to stream areas, missions, paths, etc. Just that mechanic is a huge time commitment. If you are learning game engine technology, programming (as I have no idea where your programming skills lie), it could be a multi-year project.
#12
Can you also make it so you can fly around in space?
12/30/2007 (10:54 am)
So you can make multiple worlds that you can fly to, land on and play around on them, then fly somewhere else?Can you also make it so you can fly around in space?
#13
Yes, you can make multiple "worlds", but they will be referred to as "Missions" in Torque
terminology, and there will be load times between them.
Yes, you can make a space mission. I've been doing that very thing for my first game release.
It takes time to sort out which resources you need, but the resources are here on the site if
you have purchased the engine and have access to the content.
So as an example, to go from Planet A to space and fly to Planet B and land, your process would be.
- Start Game
- Load Mission "Planet A" with normal gravity and using your normal character as the player
- Run to the landing pad and jump in your ship which triggers....
- Load Mission "Space - XYZ System" with zero gravity and using the ship as your player's character.
- Fly to Planet B in space, and once in orbit this triggers....
- Load Mission "Planet B" with normal gravity and using your normal character as the player.
The mission loads really don't take very long. The space mission actually loads very quickly in my current
prototype. < 10 seconds.
You just have to have the knowledge, the time, and the patience. The Torque engine is just a starting
place where you can let your imagination run wild. If you've got the C++ coding talent, or enough money
to hire someone who does, then you can make it do anything.
If you want to see a good example of a game using Torque that has a continuous flow from one area
to the next while still using mission loads in between, download the free version of Minions of Mirth.
It's a very well done MMORPG made with Torque.
01/02/2008 (12:25 pm)
I believe that question was answered.Yes, you can make multiple "worlds", but they will be referred to as "Missions" in Torque
terminology, and there will be load times between them.
Yes, you can make a space mission. I've been doing that very thing for my first game release.
It takes time to sort out which resources you need, but the resources are here on the site if
you have purchased the engine and have access to the content.
So as an example, to go from Planet A to space and fly to Planet B and land, your process would be.
- Start Game
- Load Mission "Planet A" with normal gravity and using your normal character as the player
- Run to the landing pad and jump in your ship which triggers....
- Load Mission "Space - XYZ System" with zero gravity and using the ship as your player's character.
- Fly to Planet B in space, and once in orbit this triggers....
- Load Mission "Planet B" with normal gravity and using your normal character as the player.
The mission loads really don't take very long. The space mission actually loads very quickly in my current
prototype. < 10 seconds.
You just have to have the knowledge, the time, and the patience. The Torque engine is just a starting
place where you can let your imagination run wild. If you've got the C++ coding talent, or enough money
to hire someone who does, then you can make it do anything.
If you want to see a good example of a game using Torque that has a continuous flow from one area
to the next while still using mission loads in between, download the free version of Minions of Mirth.
It's a very well done MMORPG made with Torque.
#14
01/03/2008 (12:23 pm)
Thank you all very much
Torque 3D Owner Jason Ravencroft