The right 'Torque' for the job
by Floyd Edwards · in Torque Game Engine · 12/04/2007 (7:57 am) · 9 replies
Hello
We are interested in using Torque for our Massive MultiPlayer Games and are looking for the right 'Torque' for the job...
We are looking to create a 2D, Isometric game .. we have the development crew ready just looking for
the right product for the job ..
Torque Network Library will be helpful
Torque Game Engine or Torque Game Builder (which would be better for 2d/Isometric
Thanks for your suggestions!
We are interested in using Torque for our Massive MultiPlayer Games and are looking for the right 'Torque' for the job...
We are looking to create a 2D, Isometric game .. we have the development crew ready just looking for
the right product for the job ..
Torque Network Library will be helpful
Torque Game Engine or Torque Game Builder (which would be better for 2d/Isometric
Thanks for your suggestions!
#2
Handing realtime networking on a MMO scale, on the other hand, is a large call and will require a lot of work in TGB.
TGE and the MMOWorkshop kit would help on that front. Perhaps TGE/AFX/MMOWorkshop/Advanced Camera would be a good mix, though it would be 3D completely.
Regardless, you will find your team doing some significant C++ work.
12/04/2007 (9:09 am)
For 2D/Iso games, TGB would be the best option. You will have to work to support orthographic projection reliably or rely on artists to create your artwork just right (ala the Adventure Kit).Handing realtime networking on a MMO scale, on the other hand, is a large call and will require a lot of work in TGB.
TGE and the MMOWorkshop kit would help on that front. Perhaps TGE/AFX/MMOWorkshop/Advanced Camera would be a good mix, though it would be 3D completely.
Regardless, you will find your team doing some significant C++ work.
#3
Wow, wasn't aware of the amount of work that such a project would produce. Where is this MMOWorkshop located, is this a garagegame product or a 3rd-party product?
We're looking to create a game similar to Ultima-Online (2d/Iso) and Endless-Online that would handle hundreds of players online.
I've read much of the documentation on TGB and it sounds like the right solution to what we need, it sounds like its VERY user-friendly, has loads of dev. tools that our development team can use to create our game and newbie-friendly
Sounds great, I'll check into this\
Thanks again
12/04/2007 (9:43 am)
Sorry for the double post, won't happen again!!Wow, wasn't aware of the amount of work that such a project would produce. Where is this MMOWorkshop located, is this a garagegame product or a 3rd-party product?
We're looking to create a game similar to Ultima-Online (2d/Iso) and Endless-Online that would handle hundreds of players online.
I've read much of the documentation on TGB and it sounds like the right solution to what we need, it sounds like its VERY user-friendly, has loads of dev. tools that our development team can use to create our game and newbie-friendly
Sounds great, I'll check into this\
Thanks again
#4
But whenever you are looking at a MMO, you're looking at a lot of coding to make it "right" for how you're setting it up. While things like MMOWorkshop and Realmcrafter can make it easier, unless you are doing it exactly the way they are, you will have to get your coding hands dirty.
Good luck with the project! Don't forget to blog about it as your team begins work!
12/04/2007 (9:47 am)
MMOWorkshop is a third-party resource. It was created by Prairie Games and is the technology behind their tried and true MMO, Minions of Mirth.But whenever you are looking at a MMO, you're looking at a lot of coding to make it "right" for how you're setting it up. While things like MMOWorkshop and Realmcrafter can make it easier, unless you are doing it exactly the way they are, you will have to get your coding hands dirty.
Good luck with the project! Don't forget to blog about it as your team begins work!
#5
go as smoothly as possible. I've played and really enjoyed Minions of Mirth and won't
be designing our game EXACTLY way they are, we plan possibly using ideas and designs
of Minions of Mirth (legally) for our game, but doing our game 'exactly' like the they are
would possibly put us in legal trouble.
12/04/2007 (1:48 pm)
I definally plan on using MMOWorkshop as well as Realmcrafter to make this projectgo as smoothly as possible. I've played and really enjoyed Minions of Mirth and won't
be designing our game EXACTLY way they are, we plan possibly using ideas and designs
of Minions of Mirth (legally) for our game, but doing our game 'exactly' like the they are
would possibly put us in legal trouble.
#6
12/05/2007 (6:43 am)
Realmcrafer and MMOW are two completely different technologies. I'm not sure what the crossover rate between code in Blitz3D and C++/Python would be in combining the two.
#7
third-party programs would we still need to purchase TGB or rely on Realmcrafter/MMOW for the creation
of our game.
Also I was reading posts in the forum, I have some knowledge of C/C++ and have books on programming
and advanced programming in C/C++ but someone was talking about actually having a 'degree' in
programming to do anything with TGB .. is this true .. or would books on programming in C/C++ and
documents on the internet about C++ would be enough to get a game of this stature (MMO) up and
running?
Thanks
LMN Info
12/06/2007 (5:40 am)
So Minions of Mirth used both RealmCrafter and MMOW in the creation of their great work? Using thesethird-party programs would we still need to purchase TGB or rely on Realmcrafter/MMOW for the creation
of our game.
Also I was reading posts in the forum, I have some knowledge of C/C++ and have books on programming
and advanced programming in C/C++ but someone was talking about actually having a 'degree' in
programming to do anything with TGB .. is this true .. or would books on programming in C/C++ and
documents on the internet about C++ would be enough to get a game of this stature (MMO) up and
running?
Thanks
LMN Info
#8
RealmCrafter was developed using Blitz3D. I guess it is *possible* to integrate it with Torque if you licensed the Blitz3D SDK, but I think it would be a huge undertaking with very little give-back.
MMO's are complex beasts mainly because they require strong database, networking, and game engine development skills. That's why software like MMOWorkshop and Realmcrafter make the process easier. Often you will need to do some major work below the hood to tailor it to how your game works, though. Regardless of how sweet the tech is.
12/06/2007 (9:08 am)
Um, no. MoM did not use RealmCrafter. It used Quake/2 back in the day and then moved to Torque.RealmCrafter was developed using Blitz3D. I guess it is *possible* to integrate it with Torque if you licensed the Blitz3D SDK, but I think it would be a huge undertaking with very little give-back.
MMO's are complex beasts mainly because they require strong database, networking, and game engine development skills. That's why software like MMOWorkshop and Realmcrafter make the process easier. Often you will need to do some major work below the hood to tailor it to how your game works, though. Regardless of how sweet the tech is.
#9
perfect for our project and will definally keep everyone informed on the progress of this undertaking.
Is there documentation that would 'assist' in the process of creating our MMO in the creating of database, networking and game engine design?
We're debating on the design and creation similar to Minions of Mirth or something similar to Ultima Online or Endless Online (www.endless-online.com)
Thanks again
12/19/2007 (1:49 pm)
Thank you for your quick responses to our questions, I'm sure RealmCrafter and MMOWorkshop would beperfect for our project and will definally keep everyone informed on the progress of this undertaking.
Is there documentation that would 'assist' in the process of creating our MMO in the creating of database, networking and game engine design?
We're debating on the design and creation similar to Minions of Mirth or something similar to Ultima Online or Endless Online (www.endless-online.com)
Thanks again
Associate Anthony Rosenbaum