Torque + FPS - Persistant World?
by Matt · in General Discussion · 06/21/2009 (4:20 pm) · 6 replies
Hello everyone;
Little background information on me as this is my first post:
I am a potential customer for Torque and I have a few questions, I have been learning C++ on and off for the last little bit and I am extremely interested in game development. I have looked around and I seem to be coming back to torque more and more. I came back recently and saw some videos for T3D and I was absolutely amazed!
I have been lurking around the forums reading posts about the engine and I was just wondering if this was possible perhaps with T3D:
I’m finding it hard to explain what I am trying to say so I’ll just describe it:
• You start the game and you are presented with a log on screen (You can also register here also)
• After log on you are sent into the game world (multiplayer only, no single player)
• The world that you log onto is persistent to everyone who logs onto the game
For example, on a lower scale, I could log onto the “server” as with another player and we both spawn into an empty landscape, but if I dropped, say, a rifle on the ground and logged out everyone else can see that rifle sitting there. There are no victory conditions; I am just looking for a persistent online world where players could interact with each other.
I’m not aspiring to create the “next big MMO” but perhaps a little Multiplayer game set on one server?
Hopefully I explained this well enough for an answer.
Is this possible with TGEA? How about T3D when it is released?
How hard would this be to implement?
Releasing “Patches”?
Any information is greatly appreciated!
--Matt
Little background information on me as this is my first post:
I am a potential customer for Torque and I have a few questions, I have been learning C++ on and off for the last little bit and I am extremely interested in game development. I have looked around and I seem to be coming back to torque more and more. I came back recently and saw some videos for T3D and I was absolutely amazed!
I have been lurking around the forums reading posts about the engine and I was just wondering if this was possible perhaps with T3D:
I’m finding it hard to explain what I am trying to say so I’ll just describe it:
• You start the game and you are presented with a log on screen (You can also register here also)
• After log on you are sent into the game world (multiplayer only, no single player)
• The world that you log onto is persistent to everyone who logs onto the game
For example, on a lower scale, I could log onto the “server” as with another player and we both spawn into an empty landscape, but if I dropped, say, a rifle on the ground and logged out everyone else can see that rifle sitting there. There are no victory conditions; I am just looking for a persistent online world where players could interact with each other.
I’m not aspiring to create the “next big MMO” but perhaps a little Multiplayer game set on one server?
Hopefully I explained this well enough for an answer.
Is this possible with TGEA? How about T3D when it is released?
How hard would this be to implement?
Releasing “Patches”?
Any information is greatly appreciated!
--Matt
#2
For something like this, I assume it would be essential to have asscess to Torques complete source code (E.G. Purchasing T3D professional instead of basic?)
I realize that T3D is TGEA's next version, however, as a student I can't possibly drop $1,000 on an engine 'just for fun'. Could this work in an older version of TGEA (Assuming TGEA was offered at a lower price)
Essentials for a project would obviously be working with databases (MySQL?) and C++ for editing the source code. Would there be anything else I need to work with? (Besides the obvious models, sound, textures, etc)
I'm in this for the long run, just trying to figure out what I need to start working on now.
06/21/2009 (8:10 pm)
Has there ever been a project started even remotely close to what I am proposing?For something like this, I assume it would be essential to have asscess to Torques complete source code (E.G. Purchasing T3D professional instead of basic?)
I realize that T3D is TGEA's next version, however, as a student I can't possibly drop $1,000 on an engine 'just for fun'. Could this work in an older version of TGEA (Assuming TGEA was offered at a lower price)
Essentials for a project would obviously be working with databases (MySQL?) and C++ for editing the source code. Would there be anything else I need to work with? (Besides the obvious models, sound, textures, etc)
I'm in this for the long run, just trying to figure out what I need to start working on now.
#3
06/22/2009 (1:40 am)
Torque also uses its own script called Torquescript, its very easy C-like script so you propably won't be having any problems learning that.
#4
I expect you can do this with TGEA. Also, TGEA does count towards the cost of a T3Dpro license. So you might want to "test the waters" with TGEA, and if you're happy/capable, upgrade to T3D shininess at a later date. You will need Pro, not Basic.
I started off with TGE (now comes free with TGEA I think) to build a really basic but working demo to make sure what I wanted to do could be done (or more, could be done by me). I then upgraded to TGEA, and now have T3D "because I could".
I believe there is a mySql-integration resource somewhere. C++ for code, anything that needs to be "written in stone" or computationally intensive. And as Tuomas mentioned, TorqueScript for scripting. It's not too disimilar from GSC (quake, CoD) or whatever Unreal uses.
06/22/2009 (7:06 am)
Quote:Has there ever been a project started even remotely close to what I am proposing?There has/are MMOs done in with Torque, they just don't tend to be FPS. There are multiplayer fps done with Torque, just not as persistent worlds.
I expect you can do this with TGEA. Also, TGEA does count towards the cost of a T3Dpro license. So you might want to "test the waters" with TGEA, and if you're happy/capable, upgrade to T3D shininess at a later date. You will need Pro, not Basic.
I started off with TGE (now comes free with TGEA I think) to build a really basic but working demo to make sure what I wanted to do could be done (or more, could be done by me). I then upgraded to TGEA, and now have T3D "because I could".
I believe there is a mySql-integration resource somewhere. C++ for code, anything that needs to be "written in stone" or computationally intensive. And as Tuomas mentioned, TorqueScript for scripting. It's not too disimilar from GSC (quake, CoD) or whatever Unreal uses.
#5
There are all sorts of Resources available to start out, well worth having a look at www.garagegames.com/community/resources/view/7514, his later tutorials in the series walk you through getting database integrated and a login system running.
We've chosen to write our backend servers and patching system in Python but anything is usuable for this including Torque itself, python, php, c++ whatever you're comfortable with and that supports TCP or UDP programming.
06/22/2009 (2:01 pm)
@Matthew - we're working on am FPS set in a Persistant World at the moment so yes it's possible with TGEA and T3D.There are all sorts of Resources available to start out, well worth having a look at www.garagegames.com/community/resources/view/7514, his later tutorials in the series walk you through getting database integrated and a login system running.
We've chosen to write our backend servers and patching system in Python but anything is usuable for this including Torque itself, python, php, c++ whatever you're comfortable with and that supports TCP or UDP programming.
#6
@Steve - Thanks for all the information :)
06/23/2009 (1:32 pm)
@Andy - How far along is your project? @Steve - Thanks for all the information :)
Associate Steve Acaster
[YorkshireRifles]
How hard would this be to implement?
Yes, pretty much anything is possible ... if you know what you're doing. It all rather depends on how good you are at coding.
The words "database" and "dedicated server" spring to mind for registering and as well as keeping track of everything that is "persistent".
perhaps a little Multiplayer game set on one server?
Keeping it realistic like this greatly imporves your chances of success.