MMOs on the Torque Game Engine?
by Shane09 · in General Discussion · 01/24/2009 (12:08 pm) · 13 replies
I was trying to find a MMO that was made using the Torque Game Engine so I could examine the code and learn a couple things. And I'm just curious, but... How much players would be able to play per world/level/realm or whatever you want to call it? I was THINKING about creating a single player RPG to learn some knowledge, and over the months slowly but surely enhance it into a multiplayer game. To be able to have a MMO on Torque would you have to buy seperate computer servers that could hold the player database?
#3
01/24/2009 (6:11 pm)
The number of players you can support per server/zone is really dependent on how much data you have going back and forth for your characters. Also, getting the netcode in TGEA ready for use in an MMO is not a small thing to do. Searches on those subjects will give you a lot of threads to read through and should help a lot.
#4
1. The AFX pack is stuffed full of fantastic features perfect for RPG and MMO, it's well worth the money on it's own.
2. Owning AFX gives you access to the MMOKit which is a packaged up version of the server code used for Minions of Mirth (an MMO written using Torque), so it'll give you the examples you're after.
Good way to learn... starting small and expand on that idea. What servers you need for an MMO will depend on how many players you want to be able to support.
01/25/2009 (3:22 am)
If you're after writing an RPG or MMO you really really really want to by the AFX pack for 2 reasons:1. The AFX pack is stuffed full of fantastic features perfect for RPG and MMO, it's well worth the money on it's own.
2. Owning AFX gives you access to the MMOKit which is a packaged up version of the server code used for Minions of Mirth (an MMO written using Torque), so it'll give you the examples you're after.
Good way to learn... starting small and expand on that idea. What servers you need for an MMO will depend on how many players you want to be able to support.
#5
EDIT:
Can you create/import your own special effects into Arcane Fx? Also, I've really got some of my own ideas for spells, and wanted to create them from scratch and learn how to make spells without the pack.
01/25/2009 (6:10 am)
Yes. I'm thinking about buying the Arcane Fx pack. But, I'm low on budget. I've already got most my money going to more memory for my computer, and I am going to buy VMware Fusion 2.0 so I can run Windows on my Mac. This will let me run Open Dylan more efficiently for my MMO. I plan on using a engine made from Open Dylan for my MMO, unless I get enough sales off my RPG to purchase a more advanced GarageGames engine. TGEA is still up in the air, as I somehow don't think I am going to make $300 off my game. I might make more, I might make less, but I don't really know. EDIT:
Can you create/import your own special effects into Arcane Fx? Also, I've really got some of my own ideas for spells, and wanted to create them from scratch and learn how to make spells without the pack.
#6
01/25/2009 (1:28 pm)
you know xxShanexx09 when you buy tge and want to change to tgea it will only cost you $145 not the full $300.
#7
01/25/2009 (1:45 pm)
I have TGE 1.4.2. So wouldn't it be like $50 more? But yeah... I'm going to attempt to make a single player RPG with TGE 1.4.2 & I guess I'll see how good/bad the graphics engine is going to work. I might upgrade to a more advanced engine when the time comes to publish my game, so this way the terrain, waters, lighting, etc... will render much more better than TGE 1.4.2. But, I'm far away from that time. I'm still in the design faze of my RPG at the moment (drawing, concept art of weapons, characters, thinking of a good storyline, GUI concept buttons, etc...). And I'm doing this all by myself :) When it gets more complicated I'll probably ask a friend or two if they would like to help.
#8
If you search you can find posts on their progress through development to get an idea.
02/12/2009 (10:27 am)
Although I'm a little late on this post I just wanted to drop in that Crowns of Power (http://www.crownsofpower.com) is an MMO created entirely on the Torque engine. I am not involved with it in any way but I've asked questions of it's Dev team and in my mind it has a more native Torque direction than the MMOKit does. If you search you can find posts on their progress through development to get an idea.
#9
we typically have several hundred to a thousand players in-world at any given time, spread across several servers. our engine is based on TGE 1.3.5, with lots of modifications, but the core networking & simulation performance is by-and-large stock. We did not use the MMOKit, but we are a fairly sizable team, possibly not even something that could be called an "indie".
02/12/2009 (11:24 am)
there's also www.vside.com, the product i work on.we typically have several hundred to a thousand players in-world at any given time, spread across several servers. our engine is based on TGE 1.3.5, with lots of modifications, but the core networking & simulation performance is by-and-large stock. We did not use the MMOKit, but we are a fairly sizable team, possibly not even something that could be called an "indie".
#10
02/12/2009 (12:18 pm)
Yes the kit would be a good way to learn about mmo's but if your just starting out you might not want to jump to making mmorpgs right off thats a bit complex.
#11
02/12/2009 (12:37 pm)
there's also [url]http://www.afterworld.ru/[url] which looks like they made many modifications to the engine. they working on makeing another Entropia Universe just without them taking so much money from you like EU. i been watching them for a year now they have made good progress kind of slow though but its progress non the less.
#12
02/12/2009 (1:46 pm)
Woah! I totally thought this forumn was "buried". Anyways, I am not really making a MMORPG. I changed my mind (which happens alot). It is more of a world with 40 to 50 players, possibly even less. Can Torque support 40 to 50 players without having to do any major upgrades? I'm not even ready to do "ghosting" or any of the multiplayer features, yet.
#13
02/12/2009 (5:25 pm)
Torque can do over 100 players "out of the box". No *real* limits beyond bandwidth, though. And thumbs up to the less-than-hundred player limitation, because MMOs are messy and chaotic :)
Phoenix
Josh and his wife did it by themselves. I think they converted TorqueScript to Python, but I dont know if they removed TS completely.
http://www.prairiegames.com/