Game Development Community

Considering using Torque to build MMORPG

by Michael Ott · in Torque Game Engine · 12/31/2006 (5:47 am) · 6 replies

I've looked into and started to use RealmCrafter for an MMORPG. I really like the ease of use but I'm not sure about the viability of using it for a commercial (500-1000 users/server) MMORPG. I'm considering Torque, and before I jump into books and eval copies, etc., I'd like some insight from those that have used Torque themselves or as part of a very small team to develop an MMORPG.

I see that there are various components. Do I need more than the game engine? Why?

Are models provided that give enough variation for numerous characters? I've had some experience trying to model but it seems very time-consuming. Can you easily modify models that you buy and those provided?

The scripting language is important. I do not know C++ but some other scripting languages. How difficult will it be to learn and use the scripting language in Torque? Given the amount of functionality in the toolkits, how much of the work involves scripting? Do I need to know C++ eventually?

How long might it take (working full-time) to create a prototype with a couple of zones with several buildings and landscape in each, two dozen characters and some logic around what the game is to do?

Thanks in advance!

#1
12/31/2006 (5:55 am)
Quote:
Are models provided that give enough variation for numerous characters? I've had some experience trying to model but it seems very time-consuming. Can you easily modify models that you buy and those provided?

This has nothing to do with Torque, being a game engine and not a library of art.
Whether it's easy or not depends on your modelling package of choice and your knowledge with said package.

Quote:
The scripting language is important. I do not know C++ but some other scripting languages. How difficult will it be to learn and use the scripting language in Torque? Given the amount of functionality in the toolkits, how much of the work involves scripting? Do I need to know C++ eventually?

This has been answered a million times before, use the search feature if you want a good detailed explaination. Basically, TS is pretty easy if you are willing to adapt and if you have used scripting previously. It's syntax is somewhat like C. If you want to modify the base implementations of most stuff, then you will need C++. In your case, you want to make an MMO - so C++ is required. Building an MMO is not something simple.

Rendering is also quite dependant on C++. That is, the basic functions and not the high level ones.

Quote:
How long might it take (working full-time) to create a prototype with a couple of zones with several buildings and landscape in each, two dozen characters and some logic around what the game is to do?

You're asking too generic questions. It all depends on your skill (duh) and what quality you want your assets to represent. "Zones" is also kind of blurry. What is a zone to you? Do you know how to implement zoning? If not, then it will take a good while.

I hope I didn't come off as harsch, and if you want better answers then ask better questions. :)
#2
12/31/2006 (6:39 am)
Although I agree with Stefan's remarks, I'll add a couple of thoughts to the mix:

There are only two models supplied with Torque as stock - Female Elf and an Orc. There are numerous "Content Packs" that can supply you with additional art but in the end, you'll have to build or contract out to have custom models made.

Modeling or modifying IS time consuming and depends are your ability (sculpting and texture making). The more you do, the better and faster you get. Knowledge of the package goes without saying. Creating animations are time consuming as well and again is a skill.

There is an MMO "Kit" for torque, so I would look into that. If I remember correctly, they are looking at suppling "Content Packs" for MMOs as well.

Scripting takes a bit to get a handle on but there a few excellent books that will help you along. At some point you will have to implement code but there are resources available and the above mentioned kit. When you need to create new code, you'll have to contract a programmer and there are plenty here and at reasonable prices :)

How long? Well, how long is a piece of string? It will depend on the scope and how much time you have. So the answer is 1 to 10 years :)
I'd work up a design doc with requirements (specifics) and get people to quote on them.

Good luck!
#3
01/02/2007 (5:26 am)
OK, thanks for the initial views. I'm not trying to delve too deep at this point - just get an initial reaction - which I did.

I took a quick look at the 3D Game Programming book by Finney at the book store. I was not able to see the Game Programmer's Guide to Torque by Maurina. Again, I'll need to work a little at picking up TorqueScript. And I'll probably use the included models and maybe purchase a few others shortly. In terms of the easiest way to learn about Torque and TorqueScript and put some type of prototype together in the process, what has anyone found works the best? Which one or combination of the following would you use?

(a) use the Finney book and work through it
(b) use the Maurina book and work through it
(c) use some other resource and work through it
(d) use the existing scripts and build something, later modifying them as needed
(e) use other Torque development tools in addition to the Game Engine

Why? Any insight as to why you recommend this approach would be helpful.

Thank you.
#4
01/02/2007 (6:08 am)
You also might want to have a look at www.mydreamrpg.com for a start.
#5
02/03/2007 (10:56 pm)
Quote:How long might it take (working full-time) to create a prototype with a couple of zones with several buildings and landscape in each, two dozen characters and some logic around what the game is to do?

This is a question that comes up frequently, and people always answer the same way; It depends on you and your skills.

While this is true, it's not really helpful to someone considering spend a hundred bucks on something that they may not be able to use. That was my main concern when considering purchasing Torque. I was worried that I'd shell out my money and find myself in over my head. My fears were unfounded.

Torque is easy to start using "right out of the box". There is a sample game ready to go (starter.FPS and starter.Racing) and the gettingstarted.pdf is excellent. That being said, you won't have something marketable as a "real" game without spending hours following tutorials, reading posts, asking questions, and writing script.

Just about anything can be done in TorqueScript, no C++ is required (but it may help). The art that comes with TGE is enough for a basic "proof of concept" demo, but you're going to want to either create your own to make a unique game, or buy content.

And just for sake of comparison, I've been using Torque for four months, I put in about an hour a day, five days a week, so maybe 80 hours total over four months. I have NO C++ experience, very limited Visual Basic experience, and consider myself more of an artist than a programmer. I love Torque. I was able to start creating my own world, my own game, after following the gettingStarted.pdf and it seems very easy. There is at least one 10 year old using Torque with alot of success.

In my opinion, I think a prototype (as you describe it with a couple locations, a few dozen characters, buildings, and a goal) can be developed in less than 24 hours if you use the Starter.FPS but a truly unique game would take longer.

At my current level of progress, I think it will take me personally eight years to have a game completed, BUT that's because I'm working by myself. There are small teams of people (like Fracture Universe) who can create an entire game in a matter of weeks.

I don't know if this helps or not.

Good luck!

Tony
#6
02/04/2007 (3:01 am)
Thanks to all who posted in this thread. It does help to have perspective from several viewpoints.