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Little Help for a noob

by Shark · in Torque 3D Beginner · 07/18/2013 (3:54 pm) · 8 replies

Well, first of all, i'm from Brazil so there could be a lot of english errors and i'm sorry for that. I have some questions about torque that i couldn't find answer here.

1. Can i sell a game that i make?

2. Do i have to pay anything to sell a game?

3. How can i pack a game to sell it? (cause the toolbox dont work on Torque 3D 3.0)

4. What is the best version to do a MMO game and what tool do you recommend? ? (need free tools or resources to do it)

5. Can the map of Torque 3D be unlimited?(i want to build a mmo "world" in one map)


It would be great if you guys could help me

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#1
07/18/2013 (4:26 pm)
1. Yes
2. No
3. Just manually pack the "game" folder in your project
4. There is no direct tool or template for it, just hard work.
5. In no engine the map can be unlimited, but they can be pretty big, but it depends on how you can optimize it, probably you will do a bunch of maps and connect them in the game through teleporters or zones.
#2
07/18/2013 (4:57 pm)
ok, how can i pack the game and nobody else can edit it? cause when you press f10 it open the Gui editor and f11 the world editor, how can they(the players) not use that?
#3
07/18/2013 (5:08 pm)
4. There is the MMO toolkit from Prairie Games. It does have a T3D port, but it may not be very up to date. Also, Winterleaf Entertainment is working toward and MMO solution IIRC. They are not there yet. There is another RPG solution that is mature www.garagegames.com/community/blogs/view/22220. I am guessing you are actually looking for a multiplayer RPG which is MUCH smaller scope that an MMO/MMORPG. For the MMO you would need more than just the engine. There are servers involved and world loading control schemes.

5. There is no solution as of yet for continuous terrain. People have worked on them, but I don't see a whole lot of progress.

@Shark,
Most of the editor functionality is controlled in script. This includes editor hot keys. Once you have the scripting where you want it then you set the engine to create DSOs. You copy everything and delete the CS files. The DSOs are compiled versions of the CS files. Search through the forums and you will find out how to do all these things.

You also have the option of moving functionality to the C++ files if you wish. This is sort of the approach WinterLeaf has taken. They literally converted everything to either C++ or C#. They also got some additional speedup doing this. You might check out what they are doing.
#4
07/18/2013 (5:09 pm)
The quick and basic way to package your game folder is to compile the scripts into .dso via the engine, remove all non-compiled scripts (.cs) except for all main.cs files, and remove the tools folder.
#5
07/18/2013 (5:17 pm)
Thank you guys, you helped a lot
#6
07/19/2013 (3:04 am)
As for terrain (world size) I have two things to say: Duion is correct in saying that zoning is the way to go. That's how most mmo games are done (yes, even WoW). Secondly, if you want a hard answer to how big you can make the world, I've made terrains bigger than Skyrim. I just don't think that's a very good idea, personally.
#7
07/19/2013 (4:07 am)
It is possible to make it all in one map, but you have to set it up so that it does not use too much resources, like good LODs and saving resources overall, like details in your world.
There are single worlds in some computer games that are several hundreds of square kilometers in size.
Even generating such a map automatically will keep your computer busy for quite a while.
#8
07/19/2013 (11:41 am)
I'm surprised no one posted the almighty stuff to consider before posting about a mmo thread.

Edit: although this may seem like a "shut up and don't talk about mmo's you noob" thread, read through it and through the comments and realize that it's full of resources and references.
There even is a small list of MMO's made with Torque3D.
Basically it is THE place to go for information about making MMO's!