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Is Torque Capable for creating MMORPG'S

by Jaren Watkins · in Game Design and Creative Issues · 03/08/2007 (11:27 am) · 47 replies

I want to know is Torque game engine version 1.5 capable for creating MMORPG'S. If anyone knows please post your information. TY Gr8 work GG
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#41
04/05/2007 (7:10 am)
Quote:
now that tgea is out that's the one I'd go with, for the seamless zoning alone

I wanted to correct a false understanding here...Atlas has paged terrain--it does not have "seamless zoning".

Buildings, npc's, trees,what have you--none of these are paged or zoned, and there is no mechanism built in to TGE-A to do so "seamlessly".
#42
04/06/2007 (1:07 am)
So if you wanted to make a 2D MMO, which of all this software would you need?
#43
04/06/2007 (5:21 am)
That really depends on the perspective and type of the MMO. I think TGB, with modified engine network code and some other tweaks, would be a blast to use. The limited time I've had playing with the demo was actually more fun than developing with TGE. If you wanted the 2D isometric MMO, then TGB with the adventure pack add-on (plus network modification) would be a sure bet.
#44
04/06/2007 (6:39 am)
Just read another thread, that to me seems to 'clarify' that the (GG range) arent what should be used to build a mmo, let me explain!

Texture Renderings

As most mmo's seems to run with models textures split up, adding to the sheer amount of possible dresses due to mixing them that thread surely made me a bit concerned. If such a model (ours uses 7 texures too) is in fact rendered 7 times, it sure hard limits whats to be in sight and whats not.

And if that is the fact, then its not only a matter of 'can you do it', but also 'should you do it'...

Anyone with insight, care to tune in on that rendering load ?
#45
04/06/2007 (9:04 am)
Well I can comment on "models with textures split up". This is certainly not the only or best way to do it. It's kind of necessary if you intend to be interchanging several model pieces which are actually shaped differently, but if you only have a few basic model shapes you can get a much more flexible system by storing each clothing piece as a transparent layer, automatically flattening all layers into a custom texture when the player changes their equippage settings, and then applying this single texture to the model.


For the 2D mmo I want to make I need the following features:
- Private message system/messageboard system
- Automated system of selling items and searching items for sale
- Isometric exploration mode
- Sidescrolling arcade-style combat (punching and kicking as well as firing blasts of magic, and ability to make various other arcade-style minigames
- Loot droppage and picking up management incl harvesting resources from ground and trees
- Easy monster AI scripting and drag and drop level creation - it must be relatively intuitive to someone who is an artist, not a programmer
- Inventory
- Banner ad management, survey/poll system
- Cash shop/ability to accept subscription fees
- And it has to run playably fast and stably on all/most operating systems, at a high screen resolution to make the graphics look nice, and with server load balancing so they aren't always falling over
#46
04/06/2007 (4:23 pm)
I always hear people mention the cross platform as gaining a bigger user base and a good reason to go with tge. the majority of gamers are on PCs, and I'd be willing to wager an even greater percentage of the hardcore gamers are on PCs so your not losing a huge audience by not marketing to Mac, and I don't really know anyone who only runs linux, they normally have linux and windows on their computer. Me personally if I was putting out commercial games I wouldn't ever market to other the PC, and I'd put a lot of the build on DirectX.

Another way to look at it is TGEA can be brought over to xbox 360 easier, so there's a big audience gain over multiplatform.

Thank you for correcting my misassumptions on TGEA seamless zoning, that was the single reason I was considering ever upgrading.
#47
04/07/2007 (10:00 am)
Yeah the wording about seamless really applies to interior/exteriors. Zoning itself for outside to inside areas are seamless unlike many other engine models that don't allow such an easy transition (doors and loading screens). Both are seamless in that aspect. Virtual paged zones deal with map real-time generation from map to map, but the map size in tgea is rather large compared to that of tge, simple due to the paging aspect i believe.

Bottomline for this thread is tge and tgea are both capable of mmo creation, but not right out of the box. MMO kits are under development to help those that want to undertake such a project. There is also one that i know of for sure that is very detailed and available called mydreamrpg which has all sorts of mmo production value. A couple of mmo's are running right now through torques framework.

I am as well building a rather large project mmo, so yes, yes, it can be done!
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