Game Development Community

Planing on Torque Engine Advanced but have a few questions.

by Arthur Newkirk · in Torque Game Engine · 07/26/2008 (1:46 pm) · 21 replies

We've decided which engine we want to try for our application, which is the Torque Engine Advanced. Though we've decided on this engine there are still a few questions that we have to ask before we get started on the project.

What were basically going to be making is a MMORPG. It will be in development for some time, so we want to keep most of it under raps for now, however there are a few questions that we would like to ask about the torque engine itself before we get started and what additional packages we will want to purchase alongside the engine to help speed up the initial setup of the application.

first off:

We want this based on a online server, connecting to the server for user login and character information. We want to keep the character information stored server side so that hacking of the characters will be kept to a minimium. Is there any specific packages that we should acquire that will help with the torque engine communicating to a mySQL database stored on the server side?

Next:

We want the individual characters to have a party of up to 5 individuals, a small group, that can be comprised of either PC's or NPC's, The party should be selectable by either a single character, or by the whole group. Each member should be able to edit there NPC's gear (simular to what guildwars allows if any of you have played that). The NPC data will be stored with the character data one the server. NPC's will be hireable, this means that the individual member will be able to hire / fire available server choices. Is there any package that would help with the creation of PC / NPC parties and / or PC / NPC gear outfitting?

Third:

World system - We will be setting up a world system thats inner connected via portals. I'm not sure how many of you have played the game 'Never Winter Nights' but the portal system would work somewhat like that, only allowing chat with those individuals who are currently in the 'area' they are in, if they pass to another portal or 'world segment' then they would only be able to chat with the people in that area. The reason we want to do this is so that we can assign members a 'house'. The house area would be there own area and people would not be able to enter the house area unless invited or the 'front door' is unlocked, allowing anyone to enter. Is there a package that will aid in the connecting of portals to speed up world design?

These next ones we doubt would be anytype of starter package, but we thought we should ask anyhow:

1) Is there a package for customization of 'characters'. Where the individual could customize there own characters looks and clothing via a preset selection of items that the individual has aquired in the game (possessions would also be stored server side).

2) Is there a package for customization of a 'area'. As stated above we would like to be able to give people there own 'house', and to expand on that we would like to allow the individuals to 'dress up' there house how they see fit from a selection of predefined objects.

And last we would also like to ask what others might suggest we read if were looking to program in the Torque Engine Advanced. Were thinking of ordering the "Multiplayer Gaming and Engine Coding for the Torque Game Engine" book along with the engine and would like to know if there is anything else that you might suggest reading up on.

Please dont post saying 'this is a huge undertaking' or 'thats going to take some serious coding' messages, we know what all this is going to involve and what level of dedication and skill is required in order to get it working, we also have individuals who are skilled in Max 8.0 and other modeling applications to aid in the creation and design of the models for Torque. We've worked on finding the finer lines of our plan for a long while and have broken many things down so that we can begin coding as soon as we get the engine and additional packages.

Thanks, we will be looking forward to hearing back from you.

About the author

Recent Threads

  • 3d Chat Application
  • Page«First 1 2 Next»
    #21
    07/31/2008 (12:01 pm)
    The water shaping bit is easy to tackle with several simple things. 1) animated ground planes. 2) normal mapping. 3) animated texture bases. combining these elements into each other makes it so that you can make the water more realistic and make movement look a little big more realistic. a lot of smaller games have uses some of these methods but not all 3 combined. Tackling the boat rocking is again easy enough to do as well if we get the collision system working like we want, If we can achieve that then animating the boat will be a simple joint system to handle the boats movement as well as rocking with the terrian (water).
    Page«First 1 2 Next»