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Simultaneous Turn Baced Game For TGB

by Ginger Gouki · in Game Design and Creative Issues · 07/24/2007 (8:27 am) · 9 replies

Now before you warm up those flame-throwers, Its my first post here and its another 'can it be done' post, so please read before setting it alight ^_^

Im looking to make my own multiplayer vertion of the Neo Geo Color Pocket gem 'Faselei' and id like to use the TGB to make it, as making an engine like this is proving too much of a bitch. For those who dont know, its mech Strategy/RPG where all turns are, after desiding what you'll do, happen at once. I'll be keeping the sprites mostly the same, ripping where possabul, so its all 2D (tho the TGB effects look quite funky).

So, in short, its not an action game, but it isnt full turn baced ether. I've made both kinds of game before, but this has me stumped. Can I do this with TGB? I've had alot of expreance with many other engines, languages, GUI baced editors and a breef afair with Pen & Paper stuff, so I dont feel out of my depth (yet, mabe trying a 360 port might prove...fun), the mechs are pritty much 16 sprites and a load of tables (to refrance, the level of customisation is still be debated, with myself. One hell of a debate), the GUI is, well its a GUI, like any other.

Anyway, thanks for taking the time to read all this, let me know what you think. Also, not that im sujesting it, but one might think about the Neo-pop emulator, witch might just be able to run Faselei on rom. But thats just the talk of a crazy man... ^_-

-Ginger Gouki

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#1
07/25/2007 (6:24 am)
Sorry To bump this, but I dont wanna shell $100 for a prgm that wont do what I need it to.

All help welcome ^_^
#2
07/25/2007 (6:34 am)
I don't use TGB and I'm not sure if it has networking built in?
But for everything else you need it will be just fine, for sure.
#3
07/25/2007 (7:22 am)
Hi Ginger.

First, thanks for bringing my attention to Faselei - I just played it on a Neo Geo Pocket emulator and it's a lot of fun and a very interesting design.

TGB can definitely do Faselei, but as Sam says you will need to do some custom work to get the net code working. You will have to learn the basics of Torque net code.

It won't be a straight forward, drag-and-drop experience by any measure, but making games never is. In my opinion TGB will be better than any other 2d engine at getting a Faselei clone done.

Ian
#4
07/25/2007 (8:12 am)
Sam, Ian, thank you for the responce.

@ Ian: Really glad your enjoying Faselei. Using the Neo-pop emulator, there is a way you can play LAN/hot-seating multiplay witch, with a few beers and some friends, is loads of fun. Spending an hour or so tricking out your TS, selecting the movement chips and desiding just how many mags of ammo, it makes the game all the more tence ^_^.

Im under no false ideas for this project, its going to take alot of time to work out network play, heck its going to take an age to get a working game up and running, but i've got time and really wanna sink my teeth into some proper coding, plus such a simple system I think theres plenty of room for exspantion. Im not planning on making single player, but id like to leave it open in case I feel inspired to do so.

I also want to say that the over-all goal will be a stand alone 'free' game, its about making something fun, something to build a community around, something that will mix will with friends and alcohol.
Some aspects of the game will be edging towards games like SLAI and armored core (perhaps removing money from the game all together), but thats for much father down the road. Anyhoo, im going to get my TGB copy and start tolling as much info as I can.

Feature sujestion is welcome , but not really a bigge.

Thanks agane ^_^
#5
07/25/2007 (8:17 am)
Ginger, it sounds like you have exactly the right attitude, and good luck! My first advice would be to hang around in the GarageGames IRC channel (#garagegames on irc.maxgaming.net).

When you get TGB, the first thing is to be patient. Start playing around, making some stuff happen.

Don't worry about net code to start with. Your initial goal should be to make a hotseat version of your game, and my advice is to first focus only on the tactical play (not the out-of-game management stuff). Get a sprite of your mech (or whatever) rendering, and then start looking at doing the orders/chips thing, and move on from there.

Good luck again - this stuff takes time but if you stick with it you will be richly rewarded.

Ian

--
Mode 7 Games
www.mode7games.com
#6
08/15/2007 (4:49 pm)
I had been trying to determine the same thing - whether TGB is adequate for a simultaneous turn-based game, with optional hotseating at any particular machine. It would be nice if one of us could develop a demo (with commented code) of a modified engine that does this, and share it with the rest.
#7
08/15/2007 (11:10 pm)
What the heck, I'll pitch my 0.02 credit into the pot.

Is TGB suitable for this kind of game? Possibly.
Is it possible to make? Absolutely!

That said, both these statements come with a simple caveat.
TGB can make just about any style of game you can think of (Barring complex 3D environments), as long as you know what you're doing.
Even without source code changes, the stock TGB engine is still very versatile, and the scripting language it uses can just about literally do backflips while whistling the star spangled banner.
Again as long as you know what you're doing.

If you have access to the source code, then not only will it whistle and backflip, but you can get it to do those flips through flaming hoops while riding a unicycle!
Again, as long as you know what you're doing.

And now for the down side. If you *don't* know what you're doing, and you just want to drag-n-drop elements to make a game? Then yer hosed. Even a prototype with completely unpolished assets will still require some amount of skill to complete.

So what's the bottom line? If you know what you're doing, the sky isn't even a limit anymore.
But if you don't, yer gonna be grounded till you learn what you're doing.
#8
08/16/2007 (5:34 pm)
Well, what I am wondering is whether I HAVE to buy the pro version (to get the C++ engine code), or whether I can do it without.
#9
08/16/2007 (10:45 pm)
Oh. Well to that question I'm not really qualified to answer.
I'm still learning my way around TorqueScript, so not sure how much it can and can't do, but my gut is saying that it'd be *possible* to make this kind of game without source changes. Just gotta be clever and know what you're doing.

Now mind you, this would be for hotseat multiplay, any kind of networked multiplay would likely require source changes to incorporate the networking layer. But again, I dunno personally.

Anyone else wanna field this one?