Transition from one file to another in gameplay
by Mick Kellogg · in Artist Corner · 07/01/2007 (7:52 pm) · 13 replies
One thing that i don't understand and i would like to know is this: Ok so obviosly you can't make an entire world for an MMORPG game off of one file that you make with the torque game engine. So what i think happens is that somehow you take different files that contain maps you've made and link them together with some kind of "portal". I dont think this portal would be an object you could see unless you made it that way. Is programming involved in linking maps? What process do you use to link them together? and how do you have smooth transitions if you have a mountainous area linked to a smooth valley? Last but not least, does the Torque game engine include tools to do this type of exercise? Help!
About the author
#2
07/02/2007 (7:05 am)
How do they expect you to be able to make an MMO if you can't link together a large world without having to do a lot of weird junk. If we want our world to have a good size we would have to have a whole bunch of dedicated servers
#3
MMO Workshop.
You'll find your answers and help there.
07/02/2007 (7:39 am)
@Mick - Stock TGE wasn't built for MMO creation. It was never stated or advertised as such. However, if you would like to experience TGE as an MMO, check out this website:MMO Workshop.
You'll find your answers and help there.
#4
07/02/2007 (7:58 am)
How do you expect to be able to make an MMO without knowing what you are doing? This is not simple stuff.
#5
07/02/2007 (10:56 am)
Lol your not supposed to make an MMO without knowing what you are doing. ok cool thanks michael, do you know if this program that they are talking about to make a game an MMO, is complicated? How did Minions of mirth release their game if this technology isn't released yet??
#6
To answer your first question:
It's probably not simple. Game development is hard, and takes years to become skilled at it. Developing an MMO is even more difficult. Plus, they introduce a 3rd API: Python.
As for your second question:
They wrote the technology. The developers of Minions of Mirth wrote the MMO code into TGE to complete their game. Now they are packaging up their MMO code to release as a code pack for sale in the GarageGames store.
07/02/2007 (11:13 am)
Oy vey...To answer your first question:
It's probably not simple. Game development is hard, and takes years to become skilled at it. Developing an MMO is even more difficult. Plus, they introduce a 3rd API: Python.
As for your second question:
They wrote the technology. The developers of Minions of Mirth wrote the MMO code into TGE to complete their game. Now they are packaging up their MMO code to release as a code pack for sale in the GarageGames store.
#7
07/02/2007 (1:23 pm)
Ok thank you, is it possible to use torque MMO kit to make our game now, the test one that they released? I mean is it possible to use the test download they released to link our maps together? Or would we have to get the actual version they are releasing soon? Also if we did use this test version or even if we used the the version they sell to us that is being released soon, if we charge people to become a member in our game so they have more features, could they sue us? (garage games or prairie games)
#9
07/02/2007 (1:34 pm)
I already did i couldn't find anything about if your aloud to use it in your own game. It just says your game must be free. Minions of Mirth is free but there is a members type thing where you pay 30 bucks once. Does my game have to be Completely free?
#10
07/02/2007 (1:39 pm)
Oh ok yea you have to pay thanks
#11
Have multiple server instances, one for each zone.
"Zoning" would entail disconnecting from one server and connecting to a second. This also means an alternate method coming into a zone other than a single player spawn point.
All zones would share a single database for the persistent stuff
There would have to be some sort of a master server. It mostly handles communication between players and coordinating information that can't be taken from a local zone server.
A single zone dedicated to login is not a bad idea.
...then again, this looks like the MoM architecture... :/
07/02/2007 (11:15 pm)
@Maxwell - I'd be interested in hearing an overview. My aim is to put together a small virtual world. I've looked at the MoM kit and I'm not sure if rolling my own is actually less work. The current version is highly tied to MoM's gameplay and ruleset design and departing from that means ripping apart the whole python stack and starting over. It is still very much in a "mod MoM" state. It may be that the MoM kit is still worth it just for the server management code and the codebase will be made less MoM centric, but I'm not sure yet. As for a roll my own, my first hunch of an approach would be to:Have multiple server instances, one for each zone.
"Zoning" would entail disconnecting from one server and connecting to a second. This also means an alternate method coming into a zone other than a single player spawn point.
All zones would share a single database for the persistent stuff
There would have to be some sort of a master server. It mostly handles communication between players and coordinating information that can't be taken from a local zone server.
A single zone dedicated to login is not a bad idea.
...then again, this looks like the MoM architecture... :/
#12
07/03/2007 (11:33 am)
Would it be extremely complicated to make up your own system so that you can link maps together instead of buying Minions of Mirth's pack they made up?
#13
There is a bit more work to be done if you are going for an MMO scale game. A lot more.
07/03/2007 (2:15 pm)
If your game is single player, or low scale multiplayer, implementing that kind of system would not be difficult at all.There is a bit more work to be done if you are going for an MMO scale game. A lot more.
Torque 3D Owner Max
You could host multiple dedicated servers that each host different maps, then make Triggers that force the client to connect to the other server. If it sounds interesting, I'll go into more detail later. I don't have time for that right now.