NPC and max players info?
by Flybynight Studios · in Torque Game Engine · 03/30/2003 (10:51 am) · 6 replies
Torque is more of a FPS game engine and a great arcade/action engine but can it be tailored to more of a world engine?
I'm looking for an engine for my current project's alpha testing. I'm not too concerned about the logistics other than I want to have say 20-30 NPCs able to be displayed on screen. Respawning monsters etc so that a player isnt just fighting other players.
I am not a complete idiot, I understand that anything is possible with the source code but I don't want to invest 300+ manhours into rewritting an engine that they want me to pay for site unseen. What I nmeed to know is can the Torque engine be easily moded to support the quick loading of different levels? And computer controlled baddies.
Thanks
Mark
http://fbnstudios.netfirms.com
Forgotten Lands
I'm looking for an engine for my current project's alpha testing. I'm not too concerned about the logistics other than I want to have say 20-30 NPCs able to be displayed on screen. Respawning monsters etc so that a player isnt just fighting other players.
I am not a complete idiot, I understand that anything is possible with the source code but I don't want to invest 300+ manhours into rewritting an engine that they want me to pay for site unseen. What I nmeed to know is can the Torque engine be easily moded to support the quick loading of different levels? And computer controlled baddies.
Thanks
Mark
http://fbnstudios.netfirms.com
Forgotten Lands
#2
yes torque can show the 20-30 npcs. the respawning will be work. and if you are planning an MMOG like yourwebsite says then you will need servers and a backend reguardless to handle the respawn stuffs.
this engine does some nice terrain. can handle cities. as well as indoor areas.
but if you are looking to make a mmorpg with hardly anywork its not gonna happen. not even with the $150k commercial engines.
-Justin Snell
03/30/2003 (1:13 pm)
Is it an out of the box MMOG engine? No, there aren't any 3d engines today that will be out of the box mmog capable. However with some work this engine would more than likely work. yes torque can show the 20-30 npcs. the respawning will be work. and if you are planning an MMOG like yourwebsite says then you will need servers and a backend reguardless to handle the respawn stuffs.
this engine does some nice terrain. can handle cities. as well as indoor areas.
but if you are looking to make a mmorpg with hardly anywork its not gonna happen. not even with the $150k commercial engines.
-Justin Snell
#3
I currently own 3 dedidcated servers running XP Pro, Windows 2000 Server and redhat 7.1. I am an IT geek by trade and have access to NFR software pricing.
My project has been in development for over a year now and I've been a member of the MM gaming industry since UO first launched.
I don't know what part about my post made it appear I was looking to make MMOG without any work. I've been developing various combinations of server database engines using SQLserver as a backend. I feel that I will probably smarten up and end up using mySQL for production.
What I am trying to do is take 12 months of backend game formulas and theories and code them into an existing 3D client/server engine far alpha testing. Once the alpha stage is complete the project will be re-evaluated to determine if there is any merit for a retail venture at which point the entire game would be ported into a commercial gaming engine. I don't know where the150k figure came from but if commercial gaming engines intrest you, you might want to check out MicroForte's BigWorld engine. It is not 150K but it is 100% MMOG ready out of the box.
That is me in a nutshell.. Ooooh look Im a nut =)
Mark
http://fbnstudios.netfirms.com
Forgotten Lands
03/30/2003 (6:08 pm)
Just to Clarify ;)I currently own 3 dedidcated servers running XP Pro, Windows 2000 Server and redhat 7.1. I am an IT geek by trade and have access to NFR software pricing.
My project has been in development for over a year now and I've been a member of the MM gaming industry since UO first launched.
I don't know what part about my post made it appear I was looking to make MMOG without any work. I've been developing various combinations of server database engines using SQLserver as a backend. I feel that I will probably smarten up and end up using mySQL for production.
What I am trying to do is take 12 months of backend game formulas and theories and code them into an existing 3D client/server engine far alpha testing. Once the alpha stage is complete the project will be re-evaluated to determine if there is any merit for a retail venture at which point the entire game would be ported into a commercial gaming engine. I don't know where the150k figure came from but if commercial gaming engines intrest you, you might want to check out MicroForte's BigWorld engine. It is not 150K but it is 100% MMOG ready out of the box.
That is me in a nutshell.. Ooooh look Im a nut =)
Mark
http://fbnstudios.netfirms.com
Forgotten Lands
#4
03/30/2003 (6:15 pm)
Hey there Slyxsith, great game last night. :)
#5
You can do it, helps a lot if you know what you intend on getting done before you start, but you sound like you know what you want. For 100 bucks you cant beat TGE.
03/30/2003 (7:13 pm)
Slyxsith, I think torque is great for the MMOG alpha as you stated. We worked on something similar for several months and had a pretty neat looking layout. I never implemented NPCs but I did have the general RPG setup of an inventory, hotbars, saving character, spells, spell gui, a macro key system, etc.You can do it, helps a lot if you know what you intend on getting done before you start, but you sound like you know what you want. For 100 bucks you cant beat TGE.
#6
03/31/2003 (5:19 pm)
BigWorld looks like a great product, but judging from the info on their web site I would guess it will be at least 400K for the source. They figure that it will save you two years of development time. Let's say they calculated that based on five programmers working full time at 50K a year (cheap). That would come out to about 500K (not including other costs like rent, etc). Subtract a fifth of that for a nice savings for using their technology and you have 400K. Just my guess, I'd be interested to hear a more accurate figure if anyone finds it floating around out there in ye olde cyberspace.
Torque Owner Badguy
as for the logical units, they are for the most part ready.