Stratedgy/persistent/fps game
by Tyler Pflueger · in Game Design and Creative Issues · 12/03/2007 (9:33 pm) · 9 replies
The game idea i had would be just for online play where you would name your country that is surrounded by other people's countries where then you can build like houses and barracks and other stuff on your country and research and build troops. Then you can send your troops to attack other countries where it would change into a fps setting and you can switch from your troops to your vehicles and the country your attacking will have all the buildings they built in the place they built it and their troops would guard their country. Your country would get resources from winning battles and gaining them from oil wells or timber camps. The game could have two worlds which would be 1 would have you can attack only another pesron if they are online and the other one would be if the person is offline or online you can attack them.
#2
12/04/2007 (7:40 pm)
Well it would bring in the audience that likes fps and stratedgy games plus i wouldn't squeeze it in it would be mostly in the fps genre but nothing would lack in the way of the fun factor or of all the things that you would be able to do.
#3
12/04/2007 (7:43 pm)
If you have every played any online games that are mostly presistent were you have your own village or country and you can make troops and attack others. It would be like that but in a sense of more of what you build on your country and the maps you attack the other countries would look the same as where they built those buildings and they could research different weapons and troops and make those kinds of troops and attack other countries but in first person and you would be one of the soldiers and when you die you can pick which group of soldiers you sent and where they will be attacking on the countries buildings.
#4
My game is sort of like this without the persistence side. There's two bases/teams. Players start by gathering resources. Once they have enough resources gathered they can build certain things like power plants and resource extractors which automate resource gathering (so they can go do other things). They can build weapons & construction factories which allow them to build more things. And they can build a research facility which allows them to research to another level and then upgrade the factories to get even more things to build. And it's all FPS. I have all this coded already... I'm just waiting on some awesome 3d artists to get serious & help me out. :D
Good luck on yours!
12/04/2007 (10:35 pm)
Tyler, My game is sort of like this without the persistence side. There's two bases/teams. Players start by gathering resources. Once they have enough resources gathered they can build certain things like power plants and resource extractors which automate resource gathering (so they can go do other things). They can build weapons & construction factories which allow them to build more things. And they can build a research facility which allows them to research to another level and then upgrade the factories to get even more things to build. And it's all FPS. I have all this coded already... I'm just waiting on some awesome 3d artists to get serious & help me out. :D
Good luck on yours!
#5
12/05/2007 (5:52 pm)
Did you use TGE to build it?Also any ideas if i should buy the game engine because i know C++ kinda i can't really write my own code but i know what most of the functions do. If i know that do you think i might have a chance to get used to using TGE or know of any good books to read?
#6
C++ is a great start. Torque scripting is almost the same as C++. There are differences of course but I had no problems learning it coming from C++ myself. The book I used to learn Torque Script was "Game Programmers Guide to Torque". It's very good for learning scripting.
I would suggest before you buy anything download the demo first. You can make a full game or just learn the basics using the demo. The demo comes with the book also (of course you don't need to buy the book to get the demo it's free), and it steps you through making a simple game.
1. Download the demo and play around with it. Try to learn some things before putting any money into it.
2. If you like what you see and think you wanna go further buy the Game Programmers Guide to Torque. That will help you learn a lot and take you to the next level. It costs around $50-$60.
3. If you wanna get even further buy the indie license for TGE for $100. That will give you access to the forums, many resources and you get the source code for the engine that you can change and compile, and then if you complete a game you can sell it.
I think it's better and cheaper to get the book and the demo first. Even with the forums, documentation and resources it's still hard to learn TGE without a good book. And GPGT steps you through it very nicely. The documentation that comes with the license for TGE/TGEA isn't all that great when you are first starting out.
12/06/2007 (10:21 am)
I coded it all in script in TGEA, but it would work the same in TGE. C++ is a great start. Torque scripting is almost the same as C++. There are differences of course but I had no problems learning it coming from C++ myself. The book I used to learn Torque Script was "Game Programmers Guide to Torque". It's very good for learning scripting.
I would suggest before you buy anything download the demo first. You can make a full game or just learn the basics using the demo. The demo comes with the book also (of course you don't need to buy the book to get the demo it's free), and it steps you through making a simple game.
1. Download the demo and play around with it. Try to learn some things before putting any money into it.
2. If you like what you see and think you wanna go further buy the Game Programmers Guide to Torque. That will help you learn a lot and take you to the next level. It costs around $50-$60.
3. If you wanna get even further buy the indie license for TGE for $100. That will give you access to the forums, many resources and you get the source code for the engine that you can change and compile, and then if you complete a game you can sell it.
I think it's better and cheaper to get the book and the demo first. Even with the forums, documentation and resources it's still hard to learn TGE without a good book. And GPGT steps you through it very nicely. The documentation that comes with the license for TGE/TGEA isn't all that great when you are first starting out.
#7
12/06/2007 (4:02 pm)
I downloaded TGE but can't really find where it really shows you anything because when i was using it, it only showed you what the engine did but i'm guessing i downloaded the wrong thing or was doing something wrong lol.
#8
12/06/2007 (7:12 pm)
I am designing a game with some similarities, and thought I'd pick your brain a bit mb. Does your game include a day/night schedule? Are you using DIFs for the buildings, or DTS shapes? As you might suspect I am keen on getting good, realistic lighting in my game - and want to know how other folks are handling it. Thanks!
#9
The 1.5 demo only has the demo mission. No starter kits are included. The Torque for Teens book has a version of the demo with the fps starter kit.
12/07/2007 (6:48 am)
@Tyler PfluegerThe 1.5 demo only has the demo mission. No starter kits are included. The Torque for Teens book has a version of the demo with the fps starter kit.
Mattias Gustavsson
I don't really "get" this idea you're describing, as in what would make that game fun? Could you clarify please...