Game Development Community

Possible to clone this?

by Donnie · in General Discussion · 06/24/2008 (3:49 pm) · 5 replies

Hi,

I just signed up on the forums because this engine looks interesting. I am interested in making a clone of this game called Thang Online (global). Well not an exact clone and I do not plan on breaking any copyrights (will use my own graphics, sounds, names etc) I dont plan on stealing their fan base (or whats left) I just want to make a game that is comprable in features, gameplay and graphics(if not better in gameplay and graphics). The game is free if anyone is willing to give it a test drive to let me know if its possible or look at the screen shots.

Now for my background. I have been programming on and off for a while, mainly with visual basic 6 and Z80 ASM. I know enough PHP, javascript and c++ to get the work done that I need so I am not a complete noob but im also not a professional either.

Please be honest with me as I don't mind buying this engine but I would prefer to not waste the expense if I cannot perform what im looking for.

Thanks

PS: Thang Globals link is:
http://thang.ongameport.com/

Sorry if link posting is not allowed. You can also google thang and ongameport.

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#1
06/24/2008 (4:53 pm)
David Blake is familiar with many engines and could likely provide more insite.
But i'd like to go out on a limb here and say that if you read the product review for Torque Game Engine and Torque Game Engine Advanced you'll probably gain your own answer since you've played the game and would know what your looking to achieve.

Torque is an Engine like many out there. When I did comparisons of the game engines before I landed here, I tried each demo, read the specs, and decided Torque fit better for me then the others.
The engine you choose is a matter of preference thats based on your knowledge of / for gaming already.
There are many people that come to Torque and ask if Torque can do this "" ... But the community doesn't live inside your head, we cannot tell you ( though we try ) what engine is really best suited for you. I mean that in the nicest way of course.

As an opinion from a hobbyist, the Torque engine is quite capable of commercial production quality out of the box. But what makes Torque really great is the community thats always giving. All those content packs for sale as an example are there to assist you in learning the product, help to reduce production time, and even as stand in Art while you or your artist are making your own.
It's my opinion that because the engine is already phenominal, that people flock here in droves to be a part of it all, leech what knowledge they can and produce a game. Others that arrive here and stay here are comfortable with offering what tricks of the trade they can, just to see more Indie Games getting made.

Remember that the Game industry is in a state of flux and currently, including TGEA, the engines are all out to give the best show.. the Players want to see eye-candy over game play style.

In the end, any engine you choose to make your game with and it's success or lack of it, really comes down to the Individual or Team and what they make of the engine.
Personally, I welcome you to join the community, read the forums to see how the community solved issues, how the community pulls together to praise the good work of other devs.. You'd be amazed at how much this community pulls together for another member.. ( though they won't do the work for you, they will guide you ).

Best regards to you, no matter the choice you make.
#2
06/24/2008 (5:32 pm)
I guess what i meant is, if i wanted to copy that game to the T could that engine hypothetically do it without any source code modification? the only real example I have seen of the engine really being used as a MMORPG style game was Ruin and I didnt want to invest in something if that was the full potential of the engine. not saying it isnt a good game or that the devs are not doing a good job it just doesnt suit what i was looking for. the demos i have seen looked rather good though.
#3
06/25/2008 (3:02 am)
TGE has a Demo version you can download and try it for free. It's a full working engine withoutthe source code. You can try making your game with the demo and use TorqueScript but you cannot sell the game without a license that would include the source code to the engine.
I really don't know your game though I did look at the site. The best I can say is try the Demo version of TGE for free and give it a shot at your game.
Just remember that TGE is an Engine, it is not a "click and drop your choice" sort of prefab engine, so some coding will be necessary either in Script or C++ or both.
#4
06/25/2008 (8:30 am)
Well, you can test out a large number of the different indie engines out there to see which is the best fit for your gameplay and devstyle, but none of them will work quite like that out of the box (which is why they have their own specialized engine). Something like RealmCrafter or Torque with the MMOWorkshop kit can take you a long way, but it's still only part of the way necessary to get your game to being a presentable clone of Thang. I wish I could point to A7 or Unity or RealmCrafter or Torque and say "with a little scripting and a couple of artists, you can make a very good clone of Thang", but the reality is much more difficult than that.

Usually when people ask about cloning a game, they post links to screenshots, which makes a lot of sense since they are often most familiar with the game's front end (large cities in GTA, paged world data in Soul Reaver or Dungeon Siege, character customization in Age of Conan, etc). And, while yes, a lot will depend on the front-end so that your game will compare with the ones that you are either attempting to emulate or blow out of the water, but you have to be conscious of the back-end services as well.

If it is a persistent world multiplayer (or MM), then you have to develop the backend server services that are tuned specifically to your environment and gameplay. This is usually the coding part that most people hate because it is not as visibly embedded in our minds, though it usually hits our brains in complaints about other online services (lag, database crashes, backup munges, patch management, console spam, etc). It is also one of the parts that can make or break your persistent world if done incorrectly or revised mid-stream because of initial bad design decisions. While Ultima Online were quite cavalier about resetting their worlds as people found a way to abuse the system, other services have not been quite so sure of themselves or what their fanbase would allow. If you kill a couple thousand of your most ardent supporters efforts at weeks of level grinds because of a munged database backup, you're not going to have a good time with your (once) fanbase.

To get the basics up and running in Torque with a minimum of coding, I would recommend TGE + AFX + MMOWorkshop kit. You should be able to get the client/server up and running and communicating pretty quickly and easily with limited coding necessary. However, tweaking the engine's client and server setup to match Thang, will most likely require a lot of time in the trenches with C++. You should be able to perform and extend a number of the front-end tasks such as GUI enhancements and extensions, AI logic (I believe), character selection and modification parameters (the lessons at TorqueSchool are awesome in this regard as well!), etc. But you will most likely be making a lot of C++ code changes, extensions, and additions to get a functional clone.

In RealmCrafter, you would be making many of these same changes in Blitz3D code (which, of course, requires a Blitz3D license). In A7, you would most likely be licensing Populace as well and using Lite-C and the A7 SDK to optimize the engine for your gameflow, though I haven't found many users happy with A7's networking out of the box. I know a lot of very happy A7 users, but not many that are happy with the networking. Unity might be a solution as long as you have a Mac for development and are willing to pay for the Pro upgrade. For the back-end server services, you will most likely want to roll your own and utilize Unity's networking functionality to talk to the server(s) on the client-side. I'm not sure how robust the web client is in terms of accessing outside networked features. I believe you can pass data back and forth from the webclient to the browser and then let the browser send the relevant data, but I haven't tested any of that. My publishing to the web plugin has been limited to single-player demos with no interaction with the browser other than loading the plugin and level and going.

You could look at a number of the pieced-together MMO engines utilizing OGRE and RakNet, or perhaps some of the Irrlicht projects to see if they have a clear match for the back-end technology that you are attempting to recreate. But you will be doing some heavy C++ coding in both engines. You might attempt requesting a Hero Engine license for non-commercial use, though it is quite pricey for you to license the engine full-out.

AFAIK, there is not any technology that will provide you with all of this out of the box without at least a large chunk of dev time in retrofitting it to the design spec you have in mind; whether it be in C++/TorqueScript/Python/Lite-C/etc/Blitz3D with Torque, A7, RealmCrafter, Irrlicht, or OGRE+addon's, you will have some strong and dedicated devtime ahead of you.
#5
06/25/2008 (8:52 am)
Awesome thats whay i needed to know. hopefully i can put together a good enough team :X