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I want to make a FAKE mmo

by Dwood · in General Discussion · 05/02/2009 (10:49 am) · 7 replies

Okay, so I say. "I wanna make a game" And you give the typical "Dude, you're a noob get out of here" response. OR if you're kind you pat my head and say "sure" and point me off to either a book or something so I can go off and fail at making my game alone.

Well what if I said I just want to have a box map networked between a server and a bunch of clients where there is only three things a player can do- move, kill an objet, and jump around?

Because of the nature of such a thing, the server would need to handle everything so a player can't edit their version of the game and 'cheat'.

Not sure if this is in the right category of the forums; I did pick up a version of 3d game programming all in one though. :D Is there a way I could use Torque 3d for such a thing under the circumstance/precondition I don't sell my game to anyone?

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#1
05/02/2009 (2:17 pm)
This is a good place to start.

Generally, MMOs are about much more than just gameplay...
#2
05/02/2009 (4:13 pm)
Bookmarked, however I just want to do those three things.

Basically what I want at the end is a boxed room with persistence, just so I can fool around.

I've already got background in several languages however no one has ever mentioned the topic of making a game or networking so far, the only thing I want to know is how. And since I bought a book that came with a copy of Torque (2003/4 lol) I said: why not try?

The players would be stored in a database because one file is easier to access than two. What they have on them is not needed to be recorded by the server at all. (there will be no items)

What I truly want to understand out of this is how does the server decide when a player is moving, and whether or not they are moving in the correct direction without any skipping so the server and client don't go out of sync.
#3
05/02/2009 (6:10 pm)
Torque, all 3 engines, are fully networked. Everything is done serverside, so to answer your question, yes. You can do that with stock torque. The only thing you would need to add is the database code, and there are a few resources around here to help you with that.
#4
05/03/2009 (10:16 am)
There's precompiled versions of the Torque MMOKit you could probably use. More than you're asking for, but as best I can understand you're wanting to play around and evaluate prior to purchasing anything?

It's a fair bit more complex than install, run, play, but a few hours or a couple of days and you could have a basic demo zone up and allow friends to connect, explore, fight, etc.
#5
05/03/2009 (11:11 am)
check in the IBM website, they have and MMOG made with torque and explain the arquitecture that they used for the game.
#6
05/03/2009 (12:52 pm)
Quote:What I truly want to understand out of this is how does the server decide when a player is moving, and whether or not they are moving in the correct direction without any skipping so the server and client don't go out of sync.

Torque, like most game engines with networking, have the client push "move requests" to the server. The client goes ahead and starts moving, assuming the move request will reach the server.

The server periodically sends an update for the moving objects, indicating where the object is located. The client receives these updates and uses them to adjust the location of the objects. It uses interpolation so as to prevent the object from looking like it's jerking around.

Torque FPS Starter Kit provides a decent example of how to do this... the RTS Starter Kit provides an even better example.

What it doesn't do is handle persistence. You'll have to add that yourself.

But... unless you get special permission from Garage Games, quite likely you're not going to be able to do it without paying for a license.... especially if you want to use T3D.

If for some reason you cannot purchase a license of Torque, you can always use Multiverse for experimenting.
#7
05/03/2009 (1:21 pm)
Quote:
If for some reason you cannot purchase a license of Torque, you can always use Multiverse for experimenting.


The book I bought came with a copy of Torque (albeit very, very outdated [4+ years]) I don't plan on releasing so I don't see GG throwing a fit over it.

Oh wait... you were talking about the persistence part. Good point. Due to the fact that I'm only a Teen and I'm keeping my money so I can have enough gas to get around that really isn't an option.

I guess I'll have to search for links on client/server communication + persistence elsewhere, in C++/use Ogre for it. (yes I know Ogre is just a rendering engine, there are some people working on a small little thing I know so I'll just hop on with them)