Game Development Community

TGB online functionality?

by Ian Morrison · in Torque Game Engine · 05/31/2006 (7:32 pm) · 9 replies

I've looked at T2D (now Torque Game Builder) in the past, since it looked like an awesome option for making a very good 2D game. However, I didn't get it then because the networking support hadn't been added, and the only thing that could be done was a turn based multiplayer game. Since it said further network functionality would be added in the future, I elected to wait until there was support for netcode like what stock torque has.

Getting the email from Garagegames about the limited time to cash in on the early adopters price, I rushed over to look at what had been added, but found that only turn based support was in for the full version.

Did I misread, and is the full version actually supporting realtime multiplayer (so that, for example, I could make an RTS?), is this planned for a future release, or is it simply not planned?

#1
05/31/2006 (9:50 pm)
Actually, you could make a RTS with the current setup. I think a big mistake was calling it "turn-based networking" since it often pigeonholes people into thinking that it can only create turn-based games. Now, a fast-action multiplater shooter with particle collisions and 80 players blasting the hell out of each other...that would be a bit difficult. RTS games are not usually as net intensive because of the strategy element. And if you're basing it on resource-collection and choice-attacks (point, click, watch troops attack "in real time"), the timing is not as critical as, say, a shooter or fast-action title.
#2
06/20/2006 (8:49 am)
Can i make a 2D sidescrolling action game with 4-8 player support?
I will only use sprites and no particle-thingeys for all the characters and enemies.
#3
06/20/2006 (9:50 am)
It depends on how accurate you need your updating to be. IF you need extreme accuracy, I would recommend picking up a TGE license and implementing Tom Bampton's networking resource and then tailoring it to your specific needs.
#4
06/20/2006 (10:49 am)
I would like to make a 2d game like Super Metroid or Probotector, but I want 4-8 players to fight against aliens like them in Starship Troopers. I need to have about 10-20 enemies at a time on screen. The players are supposed to shoot them with mouse-aiming.
#5
06/20/2006 (11:52 am)
If it like Metroid/Abuse, you are looking at a side-scroller, correct? Prototype it as a 2-player first. Managing semi-linear level paths with multiple characters in a limites space (as most of the levels are constrained platforms within each room) could lead to some gameplay balance annoyances (is it easier to clump together as a group and shoot left/right until all enemies are eliminated without having a chance because you have double the rate of fire? Are the enemies able to throw bombs into clumps should they survive the hail of plasma blasts long enough or do they simply kill the "guy in front"?).

If it is top-down, you can have more ground real-estate to cover with a team of four, but then you're looking at a multiplayer Smash-TV-esque title with an alien skin.
#6
06/20/2006 (3:03 pm)
Here is a image that I made so you can see what I want it to be like. And since I can't use my Arachnid warrior, I will just have to make a new one.

The alien bugs will kill the players with their knife-arm-thingeys/their legs and their mouths. The players will have to try to survive them all, and destroy the source of the evil beings.

If I could make it work on a LAN, then I would be happy as a litte puppy, but It would be fun to play it online too.

img.photobucket.com/albums/v388/andreas_hahaha/SST2.gif
#7
06/21/2006 (6:34 am)
@ Andreas S

I love SS Troopers. I would love to play your game even if it's only influenced by SST. I really don't think you would need to have online or LAN play with that kind of game. Lots of bugs and blood and guts would be good enough for me :)
#8
06/22/2006 (12:27 pm)
@Andreas S.
This is a little off topic, but I just wanted to say : Great looking graphics! Did you pixel them all the way?

-Okashira
#9
06/24/2006 (5:50 am)
Thank you.

Yes I did. It was hard to make the walk-animation for the Arachnid warrior.