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Create your own MMORPG in just 10 EASY steps!!!
Create your own MMORPG in just 10 EASY steps!!!
| Name: | Prairie Games | ![]() |
|---|---|---|
| Date Posted: | Jun 13, 2007 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Prairie Games |
Blog post
Create your own MMORPG in just 10 EASY steps!!!
The Torque MMO Kit IDE features integrated file management, Python/TorqueScript editing, and automation for common tasks.
In just 10 easy steps, you can create your very own MMORPG for both the Torque Game Engine and Torque Game Engine Advanced *wink* *wink* *nudge* *nudge* ;)
Here's a preview of a (very early) build presented in tutorial form.
1. Once you have installed the Torque MMO Kit, there should be a "Torque MMO Kit IDE" in your start menu and desktop. Launch the ide by double clicking its icon. The first time the IDE boots up it will take a few seconds to initialize. You should then see a blank workspace:

2. Select File->New and then choose "Project" in the dialog box. You should then be presented with the New Game Project dialog and some choices. You can leave the default choices for now and click the "Finish Button". It will take a few seconds for your project to be initialized.

3. Once your project is setup, you will be presented with its workspace:

4. The first thing to do with your new project is to compile the world database. You do this by selecting "Run Genesis" from the Run menu. It will take a few seconds to compile the world database. Once it's done you should see a "completed" line in the Messages box.

5. You can now launch the client (and realtime zone editor) from the Run menu. Once the client has started, create and load a new single player world. When you have entered the world, take special note of the "Magic Shield" starter item.

6. Exit the game and navigate in the Project Window to test.game/genesis/item/startinggear.py, double click it to open, and then find the "Magic Shield" entry near the top of the file. Make some changes to the item and save it, then compile the world database again by selecting "Run Genesis" from the Run menu. Once Genesis completes, run the client again and load your world.

7. Once you get back into your world you should see that the shield has indeed been updated! The world updater is great for editing quests, items, etc and allows you to pick up where you left off with testing!

8. Let's try some MMO stuff now. You need to create a couple databases and launch some servers. Do the following in order:
A. Select Run->Create Master DB (and wait until you see the complete message)
B. Select Run->Create Character DB (and wait until you see the complete message)
C. Select Run->Run Master Server
D. Select Run->Run Character Server
E. Select Run->Run World Daemon
You should see something like the screenshot below and should now be able to log into the MMO servers. Select Run->Run Client and when you get to the Main Menu choose "Play Online". There is an account already setup for you with the following information:
Public Name: starter
Password: mmo
You should also be able to register a new account. Once you have logged into the master server, you should see Premium MMORPG on the world selection screen. Select it and log in, create a new character, and then enter the MMO world. You can check out the updates in the various Message boxes and the console of the WorldDaemon/Zone Server to see yourself being handed between servers.

9. The Torque MMO Kit also has experimental support for the Torque Game Engine advanced. Select File->New and you should see the familiar New Game Project dialog. Go ahead and type a new name, game root, and project filename for a TGEA test. Also, make sure to select the checkbox for TGEA support.

10. Once you have done this make sure to select Run->Run Genesis to create the world database. You should then be able to select Run->Run Client and create/enter a single player world.

You can repeat the MMO steps above for a TGEA MMO server setup. Also, note that you can switch between projects on the fly... even between Torque Game Engine and Torque Game Engine Advanced projects without leaving the IDE!

Thanks all for now... more soon.
The Team at MMOWorkshop.com

The Torque MMO Kit IDE features integrated file management, Python/TorqueScript editing, and automation for common tasks.
In just 10 easy steps, you can create your very own MMORPG for both the Torque Game Engine and Torque Game Engine Advanced *wink* *wink* *nudge* *nudge* ;)
Here's a preview of a (very early) build presented in tutorial form.
1. Once you have installed the Torque MMO Kit, there should be a "Torque MMO Kit IDE" in your start menu and desktop. Launch the ide by double clicking its icon. The first time the IDE boots up it will take a few seconds to initialize. You should then see a blank workspace:

2. Select File->New and then choose "Project" in the dialog box. You should then be presented with the New Game Project dialog and some choices. You can leave the default choices for now and click the "Finish Button". It will take a few seconds for your project to be initialized.

3. Once your project is setup, you will be presented with its workspace:

4. The first thing to do with your new project is to compile the world database. You do this by selecting "Run Genesis" from the Run menu. It will take a few seconds to compile the world database. Once it's done you should see a "completed" line in the Messages box.

5. You can now launch the client (and realtime zone editor) from the Run menu. Once the client has started, create and load a new single player world. When you have entered the world, take special note of the "Magic Shield" starter item.

6. Exit the game and navigate in the Project Window to test.game/genesis/item/startinggear.py, double click it to open, and then find the "Magic Shield" entry near the top of the file. Make some changes to the item and save it, then compile the world database again by selecting "Run Genesis" from the Run menu. Once Genesis completes, run the client again and load your world.

7. Once you get back into your world you should see that the shield has indeed been updated! The world updater is great for editing quests, items, etc and allows you to pick up where you left off with testing!

8. Let's try some MMO stuff now. You need to create a couple databases and launch some servers. Do the following in order:
A. Select Run->Create Master DB (and wait until you see the complete message)
B. Select Run->Create Character DB (and wait until you see the complete message)
C. Select Run->Run Master Server
D. Select Run->Run Character Server
E. Select Run->Run World Daemon
You should see something like the screenshot below and should now be able to log into the MMO servers. Select Run->Run Client and when you get to the Main Menu choose "Play Online". There is an account already setup for you with the following information:
Public Name: starter
Password: mmo
You should also be able to register a new account. Once you have logged into the master server, you should see Premium MMORPG on the world selection screen. Select it and log in, create a new character, and then enter the MMO world. You can check out the updates in the various Message boxes and the console of the WorldDaemon/Zone Server to see yourself being handed between servers.

9. The Torque MMO Kit also has experimental support for the Torque Game Engine advanced. Select File->New and you should see the familiar New Game Project dialog. Go ahead and type a new name, game root, and project filename for a TGEA test. Also, make sure to select the checkbox for TGEA support.

10. Once you have done this make sure to select Run->Run Genesis to create the world database. You should then be able to select Run->Run Client and create/enter a single player world.

You can repeat the MMO steps above for a TGEA MMO server setup. Also, note that you can switch between projects on the fly... even between Torque Game Engine and Torque Game Engine Advanced projects without leaving the IDE!

Thanks all for now... more soon.
The Team at MMOWorkshop.com

Recent Blog Posts
| List: | 03/29/08 - TGEA 1.7 Build System and Embedded Python 03/14/08 - MegaTerrains - TGEA Update 01/18/08 - Minions of Mirth: Undead Wars Expansion 01/04/08 - Physics Overhaul - Video 12/26/07 - Web Integration - Video 12/21/07 - New MMO Client - Trees - Day/Night Video 12/18/07 - Minions of Mirth - 1.26 - Holiday Edition! 11/28/07 - TGB/TGEA integration first pass |
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Submit your own resources!| Martin Schultz (Jun 13, 2007 at 08:47 GMT) |
| Corey Punches (Jun 13, 2007 at 11:08 GMT) |
Nice work Josh/Prairie Games.
| Leroy Frederick (Jun 13, 2007 at 12:01 GMT) |
| Broken_Sword (Jun 13, 2007 at 13:12 GMT) |
| Stefan Beffy Moises (Jun 13, 2007 at 14:24 GMT) |
/ME bows down :)
| Dana Dill (Jun 13, 2007 at 15:11 GMT) |
| Jason Burch (Jun 13, 2007 at 16:52 GMT) |
Simply amazing
| Dave Young (Jun 13, 2007 at 17:13 GMT) |
| David \"Fulcrum\" Wyand (Jun 13, 2007 at 18:06 GMT) |
- LightWave Dave
| Jonathon Stevens (Jun 13, 2007 at 18:26 GMT) |
| Hans (Jun 13, 2007 at 18:58 GMT) |
| Joshua Dallman (Jun 13, 2007 at 19:34 GMT) |
| Mark (Jun 14, 2007 at 00:31 GMT) |
| James Lupiani (Jun 14, 2007 at 01:20 GMT) |
| Kevin Erkelenz (Jun 14, 2007 at 02:54 GMT) |
| James Laker (BurNinG) (Jun 14, 2007 at 11:03 GMT) |
| Mark Berry (Jun 15, 2007 at 06:42 GMT) |
| Nikhil Sharma (Jun 18, 2007 at 18:20 GMT) |
Either way, good job.
| Zyga (Oct 25, 2007 at 16:08 GMT) |
can anyone tell me why pls?
| Maker16 (Oct 27, 2007 at 00:04 GMT) |
| Jimmy (Jun 15, 2008 at 13:30 GMT) |
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