Game Development Community

Looing For a Small Team.

by AG Interactive · in Torque Developer Network · 03/14/2009 (11:50 am) · 14 replies

I am new to Torque but have great experience with microsoft studios and 2d side-scroller games. But now I am making my first 3d game, 3rd-person/role-playing game. I am looking for a team to work with, here are my availible spots.

Character Animation artist. (3 spots availible)
Texture & Lighting artist. (3 spots availible)
Components Designer. (3 spots availibe)
Components Programmer. (1 spot availible)
Framework Programmer. (2 spots availible)

Email speedybull2@hotmail to apply. If I choose you should receive your starter kit & objective. This game is ment for Windows Live, but will move to Xbox Live after project is done. A different program for the PS3 will come as well but will use IDE-Framework-2097 instead. If you are interested please contact the email above.

Note: This is an online program so you must have a valid email.

If you choose Character Animation you must have installed the components list already.

This project will re-create the shape of online gaming with up to 88 players online. I have the servers ready to handle such task. This projetct is targeted for a 2017-2018 release. So you will have plenty of time to start your task.

I will be the story designer and writer. I have been writing the story for about a year now before I found torque. You will be givin your task as late as april.

Thank you.

#1
03/14/2009 (12:42 pm)
@Mykell: This post would probably get a better audience in the Jobs forum. Also, since you're mentioning working on a MORPG (aiming for 88 user is indeed not massive), and without any regard to experience you may or may not have, I'd like to recommend this thread, which has advice at the top, and loads of links and resources at the bottom (comes in very handy if you're using TGE/A for this).
#2
03/14/2009 (12:54 pm)
@Ted

This scale is massive for the 360 seeing max is 32. Sorry I did not provide enough info on the Windows Live. For Live I am targeting around 800 players. 400 per team. With massive war scale thats just pre server. My bigger server is targeting 1,400. Its not like feista or project powder its more like Gears of war with 1,400 people flying around with bombs and guns.

Another detail is yes its third person but not an MMO. Its a basic Shooter.
#3
03/14/2009 (2:15 pm)
Quote:its more like Gears of war with 1,400 people flying around with bombs and guns

That's not at all trivial to accomplish, even for games that are not as accurate with timing as an FPS, such as MMO games like WoW that don't use physics and rely on twitch gameplay. How much research have you done into XBLA's capabilities to host this sort of traffic? I myself haven't done any, but any FPS looking at doing 1000 players or more in an instance is looking to tackle a bear of a problem. On top of that is that you have to understand the position of Sony or Microsoft on whether or not they even want to handle a game of this size at this time.
#4
03/14/2009 (2:32 pm)

@Ted

Xbox Live is 88 that may be alot of traffic as you have said. But windows live can support that number. However the plans for a playstation ver. would be more advanced because they can support that. Look at PS Home over 1 billion at a time server base per region. I have tested my servers for this task. I do not know how good it will be once all the programs are in. So I update with new processes to enable this function. Xbox Live may not be able to support but windows can. That is why Windows Live and Playstation will have this before Xbox Live will.

In other words I have been making this game for a year now. So it just didnt get annouced and develope. Programs have runned through this many times that is why I am confident this will work.
#5
03/14/2009 (2:38 pm)
Interesting. What kind of backend software are you using for the servers? Sounds like you have some proprietary things, and some off the shelf software?
#6
03/14/2009 (3:04 pm)
@Ted

Yes I do. I use a bunch of different server software and texture(as in shaping your net). I use anything from .NET to Basic #C or Xpath language. I have a standard user wheel and Server base CoreX. Like Microsoft IDE-Network or CSS Server coding.

The list is way to long.
#7
03/14/2009 (3:11 pm)
Actually, I didn't mean the software development applications that you had access to for coding, but rather what software you have running for the game server you've been testing specifically.

Also, what's a "standard user wheel"? Never heard that one before.
#8
03/14/2009 (3:28 pm)
@Ted

The software I have been running through my server are simple. I run microsoft visual studio through it to add different cores for smoother run time with online gaming. I run Insight for a stronger base as in more players per server.

I hope thats gives an understanding.

And the standard user wheel is just one simple server were only I can acess every user profile. But more advance then looking. The user wheel is more of a component upload. like.

//------------------------------
{
}User# activates component #15654%676
}Admin# Automatic%<Serv> Turns of compent #15654%676
{

Its a short log that when a user activates a component The server reacts to that. So if you login from PSN and merge with Windows Lives the user wheel will do a similiar action or the same. It does that to stop any damage to the server or even cause it to crash.

I hope that code doesnt confuse you. When I learned how to do that it confused me alot.

Does that help?
#9
03/14/2009 (3:40 pm)
Quote:I run microsoft visual studio through it to add different cores for smoother run time with online gaming.

So... You compile code. But that doesn't say anything to how you are creating a game server and testing it when you don't have game design mapped out yet.

Quote:I run Insight for a stronger base as in more players per server.

How do you know how many players you can support per server if you have no game to test against?

Quote:I hope that code doesnt confuse you.

I don't know what that code is referencing, what language it's in, or what you think it's demonstrating, so yes, I am pretty confused.

How do users authenticate to the server? How to servers communicate with each other? There are some very gaping holes in what you're saying and the progress you are presenting for this project, and before you look for team members, you probably want to resolve that issue, whether it is real or simply perceived.
#10
03/14/2009 (4:38 pm)
@Ted

Its to hard to explain. I use to make server basis, so I know how it works there are online tutorials that could tell you better that I could. Mostly at msdn.
#11
03/14/2009 (4:40 pm)
@Mykell: Well, if you could post links here it would benefit the entire community...
#12
03/14/2009 (4:48 pm)
@Ted

Sure. These are basic, I recomend you start with these.

http://www.studiosnippets.com/detail.aspx?sid=28

http://pietschsoft.com/post/2008/05/ASPNET_Create_AJAX_Server_Controls_using_the_ScriptControl_base_class.aspx

http://www.nonic.org/art43.html

http://www.bigresource.com/MS_SQL-SQL7-sp1-Link-server-to-another-SQL7-sp1-VjEAz35Y.html

Here is an example of server communicating through live radios.

http://www.dorkalev.com/2008/04/juggernaut-up-to-date-tutorial-1042008.html

#13
03/14/2009 (4:59 pm)
Those are basic server connection tutorials. They're fine to learn, but are pretty out of scope for what we're talking about here. I mean, are you coding your own game server logic and trying to use AJAX to communicate to game clients?

SQL server indicates that you're persisting data (making your game an MMOFPS), but before you worry about how many servers you need to link together, do you have a data structure for the database schema?

And with all of that, have you researched how the TGE and TGEA communicate to each other- both between servers and client/server? Have you factored that into this?

Because, and I don't mean to seem doubting, you don't sound like you've really looked at what it takes to create an MMO in a realistic fashion. On the other hand, we could just be having a hard time communicating things.
#14
03/14/2009 (5:11 pm)
Yes they are basic connections, If you use those all in ##C sript language, after that you must put your project in between the codes, Then get two server and connect them using that. I suggest opening your project on NotePad with your server.

My only suggestion is go to:http://msdn.microsoft.com/en-us/default.aspx