Game Development Community

TorqueNet Lite Question

by Rybo · in General Discussion · 02/27/2008 (1:57 pm) · 3 replies

For Torque Game Builder (2D games) it says you can make turn based multiplayer games.

Obviously this is referring to chess, checkers and similar - but can it also be used in other games?

I was thinking something like Civilization - a turn based Top Down Strategy.

Thanks

#1
02/28/2008 (1:28 pm)
Am I allowed to bump this?

If not, delete this post - but I'd love an answer, lol.
#2
02/28/2008 (4:52 pm)
"Turn based multiplayer games" Is quite a broad answer to your question.

Long answer: Lets dissect the frase abit.

Turn Based: Chess is a good turn based game, can be played against an AI or another player. Where each takes his/her turn and makes his/her move's according to the rules.

Multiplayer: More then one human player, eg two friend's playing a game of chess.
(Could be an AI to i guess, but i think you are talking about human against human interaction here.)
Not specific enough to put it only to chess, checkers or that type of games, but top down shooters, racing games and what not..

Games: Broad area where allot of enjoyment can be placed. It can be a First person shooter, a role playing game, sports or even trying to count the lamp posts when your parents are driving you somewhere yeah you name it. If its fun it can ,pretty much, be called a game.


hehe here come's the short answer:

Yes! it can! Wonderful isn't it? ;} I'm not to familliar with Civilization though, but im sure it's possible.
#3
02/28/2008 (4:57 pm)
The short answer is yes, a turn based multiplayer game can be done using the networking code in TGB. The long answer is more complicated as it has it's issues for commercial projects.

1. Debugging was more difficult than necessary due to having to run two instances of TGB - only one of them could be debug builds on the same machine. We got to the point where we went ahead and built offline play capabilities into our game even though we really hadn't planned on it just so that I could debug the thing in a reasonable way. Not really a fault of torquenet lite but still annoying.
2. We had initially developed a project using it and ran into problems when it came to actually getting through NAT's which pretty much was a deal breaker for us. For more hardcore users, telling them to open firewall ports is fine, and with the full version of torquenet, it's my understanding they've built in nat punch through... but it's not available even for TGE or TGEA owners (last I heard).
3. TorqueNet Lite's just peer to peer really, so that has issues with cheaters who host the match and want to play silly buggers with the clients that are connecting to them. True dedicated server functionality really isn't a "baked in" feature of TGB though I believe some people have hacked on this idea some.
4. No community support, presence management and very limited chat support built in natively. We'd have had to build a lot of services ourselves (probably HTTP based) in order to do everything we wanted.

We've switched to using a Jabber library for our turn based projects. Some people prefer IRC's protocol for community and doing turn based projects. I don't mean to turn you off of Torque in general (love it!) and torquenet lite is certainly functional for prototyping and designing multi-player, but it's not an ideal solution. If you want to do an online multiplayer game I'd say definitely get the source for Torque Game Builder so you can hack at it as necessary.
-Andrew