to communicate or not to communicate
by Dimitris Matsouliadis · in Torque 3D Professional · 06/27/2012 (2:05 am) · 5 replies
I use the torque from the first edition of TGEA
I developed quite a bit and solved many problems I had, since working on a mmo rpg game.
know if there is a forum or other place for such development?
My needs are now much beyond of basic engine, more interested in communication rather than using the code.
The engine for the game of writing work very well in all my needs.
Although I write multiplayer game and I feel the loneliness of single player in this forum...
few discuss, ask some and the official support touches the 0.
I developed quite a bit and solved many problems I had, since working on a mmo rpg game.
know if there is a forum or other place for such development?
My needs are now much beyond of basic engine, more interested in communication rather than using the code.
The engine for the game of writing work very well in all my needs.
Although I write multiplayer game and I feel the loneliness of single player in this forum...
few discuss, ask some and the official support touches the 0.
About the author
entelsoft, commercial accounting software
#2
Instead I think it is very good and promising to someone who would like to build on it.
For this reason invested 2 years and more on her. I mentioned that I wrote step by step that i need and I have not real problems.
what I wanted to emphasize is communication between us. I think there is a consistent, are superficial or are which hide the knowledge.
Answer very specific people and not all times, and rarely the real experts and manufacturers of torque engine.
And just ask again if there in this forum there a group that deals with mmo and he will be in touch to swap views and ideas.
the reference of multiplayer is a parable featuring solitude in this forum.
06/27/2012 (11:39 am)
I did not mention anything about the quality of the Torque engine.Instead I think it is very good and promising to someone who would like to build on it.
For this reason invested 2 years and more on her. I mentioned that I wrote step by step that i need and I have not real problems.
what I wanted to emphasize is communication between us. I think there is a consistent, are superficial or are which hide the knowledge.
Answer very specific people and not all times, and rarely the real experts and manufacturers of torque engine.
And just ask again if there in this forum there a group that deals with mmo and he will be in touch to swap views and ideas.
the reference of multiplayer is a parable featuring solitude in this forum.
#3
06/27/2012 (1:50 pm)
WinterLeaf Entertainment is going to be building a MMO. We are in the design and planning stages of it right now. As far as there being a MMO specific forum, i dont believe there is one, but Id be more than happy to chat w you via emails.
#4
I know there are quite a few people who are working on MMO's and other large multiplayer related projects using torque on the forums (WinterLeaf included). Definitely try getting in touch with them, I'm sure they can get you in the right direction.
06/28/2012 (1:45 pm)
Ah, that was my mistake... I just didn't understand where you were going.I know there are quite a few people who are working on MMO's and other large multiplayer related projects using torque on the forums (WinterLeaf included). Definitely try getting in touch with them, I'm sure they can get you in the right direction.
#5
My capital planning activity is trade and accounting softwate.
I started writing the torque 3 years ago with a pause of 6-8 months (work commitments).
About 10 months began a mmo game with balanced 1st(base), 3rd person combat.
Code take long to adapt to the use of a torque for mmo game.
takes place in old ages, 8 races, 12 terrains at start.
If one like to talk about ideas, modalities, etc. contact me in e-mail address Astald.tor@gmail.com
I find it very difficult to exchange code, but it is very important how to resolve the needs.
Now write code for artificial intelligence of the AIMobs and AIPlayers
indicative echs finished(+90%):
game play system (bars, compass, players status etc)
quest system (daily, epic etc)
inventory system (inventory bags, main, craft, quest, mounts)
weapon system (enchant, abilities, craft critical)
armor system (cloth, light, heavy) clothes real time on player
warddrobe system
map system (zoom, clues, clan pos, player pos)
level/player stats system (leveling, player stats, reputation points etc)
mount system (horses, ship, raft for the time) real combat with mount
weather, seasons
drop system
modeling of the ~40%, objects of 70%
under development(<40%):
AI intelli
castle seage
party system
instances
craft system
construction buildings
clan system
under consideration of how(this is the question...):
Choices how to change terrains
How to change engine for level to level load
...etc
the earliest opportunity will place ingame photos
good is we can discuss our ideas :)
07/06/2012 (4:02 am)
Thanks for the answer :)My capital planning activity is trade and accounting softwate.
I started writing the torque 3 years ago with a pause of 6-8 months (work commitments).
About 10 months began a mmo game with balanced 1st(base), 3rd person combat.
Code take long to adapt to the use of a torque for mmo game.
takes place in old ages, 8 races, 12 terrains at start.
If one like to talk about ideas, modalities, etc. contact me in e-mail address Astald.tor@gmail.com
I find it very difficult to exchange code, but it is very important how to resolve the needs.
Now write code for artificial intelligence of the AIMobs and AIPlayers
indicative echs finished(+90%):
game play system (bars, compass, players status etc)
quest system (daily, epic etc)
inventory system (inventory bags, main, craft, quest, mounts)
weapon system (enchant, abilities, craft critical)
armor system (cloth, light, heavy) clothes real time on player
warddrobe system
map system (zoom, clues, clan pos, player pos)
level/player stats system (leveling, player stats, reputation points etc)
mount system (horses, ship, raft for the time) real combat with mount
weather, seasons
drop system
modeling of the ~40%, objects of 70%
under development(<40%):
AI intelli
castle seage
party system
instances
craft system
construction buildings
clan system
under consideration of how(this is the question...):
Choices how to change terrains
How to change engine for level to level load
...etc
the earliest opportunity will place ingame photos
good is we can discuss our ideas :)
Torque Owner Robert Fritzen
Phantom Games Development
T3D has a very nice multiplayer interface built into it and can support a great deal of connections quite easily.