Game Development Community

Is Torque for MMORPG??

by Gan Chun How · in Torque Game Engine · 07/02/2002 (9:32 pm) · 14 replies

greetings,
my friend and I are thinking to write a MMORPG, and so we are looking for 3d engines and bump into Torque, here is what I want to ask, please bare with me if it sounds stupid.
1. Is Torque engine good for developing MMORPG games?? if yes, how to do that tecnically?
2. Is there anyone out there developed a similar game using Torque?? if yes, mind to share some experience on how to achieve that?
3. What would be the barrier in building a MMORPG using Torque?

best regards,
Gan

#1
07/02/2002 (10:07 pm)
RPG, yes, MMORPG, not without a lot of work.

I thought I'd post first before you get run over by the "be original" and the "we don't need anymore MMORPGs" bandwagons.

Right now torque (realisticly) only supports 64 players, and that's only if you have a godlike server. I think it supports up to 255 clients, but I'm not totally sure.

Torque was built with an fps in mind, so you might have problems getting the "Massively Multiplayer" part going. You would have to make triggers/portals that automatically send the clients to a server hosting the next "zone." That doesn't require a whole lot of work, it can be done entirely with script. The hard part is getting the servers to talk to eachother so they know who is hosting which zones. You'd probably want to make some kind of master server database that all servers have access to.

You can, however, make a smaller RPG with little to no trouble. And by smaller I mean within the 64 (255?) player limit. This is what my team is doing. You'd still want to make a master server to hold all of your players' stats, unless you plan on restricting their characters to the server they're created on.


My advice is to start out small (like my team, size doesn't matter DAMNIT!).

But, if you think you're up to it and you have the godly programming skills (like Mr. Melv May :P) then go for an MMORPG.
#2
07/02/2002 (10:36 pm)
Actually, Torque supports over 128 players. There have been games with over 128 players. I don't think you would want all 128 players in the same room.

Chris is right. There is no back end server support for MMP games. You would be on your own to create that. However, many people want to do this and are working on it. Maybe you can hook up with them.

Jeff Tunnell GG
#3
07/03/2002 (11:17 pm)
folks,
thanks for the reply, sounds like it will be alot of hardworks to build a MMORPG with Torque engine.. but me and my friend decided to buy the engine anyway, who knows, maybe we can built a RPG or a RTS game... :)
Thanks for the help!

regards,
Gan
#4
07/03/2002 (11:22 pm)
BTW, is there any good 3D engine out there that can take the task of developing a good MMORPG?? I really have no clue, all i searched are engines with FPS in mind..

Regards,
Gan
#5
07/04/2002 (12:10 am)
MMORG... ervery one wants to build one these days... few succeed ;)
Anyway, I don't see any trouble with Torque and MMORG. The simplest way would be to have a master server set up and let other servers interact with a database app running on that masterserver. This database would keep track of players in different worlds etc. There arlready is database support (code snippits)... so with a good database design and some programming something like this would be possible, with a reasonable amount of work. However I'm sure its something more complex you guys are after, but i strongly suggest to keep it this simple to start with.
#6
07/07/2002 (10:52 am)
MMOG are quite the rage :)

Not that I have anything against them I feel that they are really very cool and anyone who suceeds has my respect, as they are a tough cookie.

Anyway if you have the drive sure go for it, just release the backend stuff so the rest of us can gaze in awe at your work :)

Owen
#7
07/07/2002 (2:10 pm)
Like they said, MMORPG development comes up fairly often here. Go search 'round in the forums for further discussions. I'd recommend reading through all the threads before starting serious development - the signal to noise ratio isn't too bad, and there are some really good observations on MMORPG design with Torque.
#8
07/07/2002 (7:56 pm)
greetings,
thanx for the replies. My fren had paid $100 for the license, i'll leave the technical side to him (his a stronger programmer than me). In the same time, I will be hanging out here quite often...
Thanx, and thanx again.

regards,
Gan
#9
08/28/2002 (8:56 pm)
I know of a MMORPG engine. But it is not distributed yet. And I beleive it will likely be in the quake engine price range (if not even higher). It is the engine that Turbine Entertainment are building for Asheron's Call 2. You might want to check on it... when you make a few hundred thousands out of your 64 player MiniMMORPG :D

Great stuff that will make your mouth water...

http://www.turbinegames.com/
http://www.turbinegames.com/technology/index.html

my 2 cents

Blacky
#10
08/28/2002 (9:42 pm)
Make my mouth water? All I saw was a bunch of text...
#11
08/28/2002 (10:01 pm)
- Mmmm follow the link to asheron's Call 2. See the pics (great engine).
- Wait, I just noticed that there are not more pictures of the engine... there used to be. Damn.
- Well... a little online search.
- Bingo!!

Check "http://pc.ign.com/articles/367/367372p1.html", "http://pc.ign.com/articles/363/363442p1.html" or "http://pc.ign.com/articles/354/354727p1.html" if what makes you kick is shiny pictures... :D

I am sure that with another little search of your own, you will find tons more.

Finally, a description of the features can still make your mouth water (IMHO) if you plan to build your own MMORPG.

:D

my 2 cents

Blacky
#12
08/29/2002 (8:15 am)
I think torque engine would work quite well for just about any game even a MMP(RPG, FPS, etc)/PSW.

However the torque engine only represents one small piece of the overall system for a MMPORPG.

Your missing the entire backend infrastructure that you need to really provide a MMPORPG service.

But still, torque will save you gobs of time as you work your way towards creating a MMP.

So get to work :)
#13
08/29/2002 (9:01 am)
There's a gap between RPG's which have multiplayer(generally 4-12 players) and massively multiplayer one's with tens of thousands of players...

Aiming to have 60-100 centralized servers, staff, and enough content for people to pay $10 a month for isn't very realistic for your average independant developer...

That being said, my work is in persistant worlds which support thousands of players via a centralized DATABASE... with zone servers supporting 32-128 players...

Torque makes a very good client/server framework, and EDITING solution...

Expect good things,
-J
#14
09/16/2002 (9:54 pm)
I am using Torque to make a MMO.

EverQuest, up until about a year ago, supported 254 players plus 2 customer service staff per actual zone server. The zone would lock itself once 254 players was reached.

Each EQ server on the list is, allegedly, several dozen physical machines behind the gateway.