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Plan for Flybynight Studios

by Flybynight Studios · 03/20/2005 (12:25 am) · 0 comments

I started my project sometime back in 2001 and yup, I have to admit I was one of those guys. "I'm going to make the best MMO ever!" Fortunately I had some skills with networking, modelling and databases and put those to great use over the last few years.

Let's face it, an indie production in the MMO marketplace of today is a pretty rough venture but as long as you are doing a project to learn, hey, why not challenge yourself. I have taken up and become very able at most forms of 3D modelling. Milkshape and Cartography Shop are my tools of choice.

My plan for the Torque engine has always been to utilize it's great potential to create and zone based, many player persistant world. I have achieved that in a skeleton form in that I have a server farm running a world database and 2 game servers. I have expanded my persistant world to include working player accounts and character storage. My immeadiate short term goals are to integrate some advanced features into the skeletal database code to make it more robust and include improved error checking.

I don't have any grand illusions about toppling the megalithic giants in the MMO industry with my little indie, Torque driven project but I have absolute confidence that a very good and fun MMO can and will be developed with Torque. It just takes time.

Mark

Edit: Aug 2005

Welp PhaseOne milestone is behind us for closed alpha testing. I've now got a fully functional 4 system server farm and a database server running in a datacenter. The results from the initial stress testing of the communications engine are very exciting. I am very happy with the performance and speed of connecting, zoning and mission performance. I should have much more to say "soon"(tm) and am shooting for a public beta for Winter 2K5.