Game Development Community

Mmorpg And Tgb Questions

by Jorge Luis Gandulfo · in Torque Game Builder · 10/19/2008 (10:48 pm) · 6 replies

I have some friends working on a 2D MMO project like Ultima Online, so I suggested em to check TGB.

The project will need things like: Crafting, Skills, Inventory, Clothing, Magery, etc.

How hard would it be to implement multiplayer in TGB + ADVENTURE KIT?, or is it done already?

What about Melee? is it done or have to be programmed already?

For something like this should they buy Indie or Pro version?

Thanks.

#1
10/19/2008 (10:53 pm)
Http://tdn.garagegames.com/wiki/TGB/Networking

From the above link:

"Torque Game Builder includes a subset of the networking features found in Torque Game Engine and dubs them "TorqueNet Lite". While TorqueNet Lite certainly does make implementing turn-based multiplayer games a breeze, it is in no way limited to turn-based games, or even focused on making them! While TorqueNet Lite doesn't support "real-time networking" out-of-the-box like its big brother, with TorqueNet Lite, you can still create exciting and addictive multiplayer games.


Creating a multiplayer game from scratch involves a lot of work. TorqueNet Lite takes care of the tedious work of handling the level work to make and accept connections and actually sending and receiving raw data, leaving you as a game creator to focus on actually dealing with the parts specific to your game. "

I advise reading through the rest of the page as well. As for a direct answer to your question of how hard it would be I haven't worked with TGB Networking so I'll leave that to others - but my standard "Don't make an MMO for your first game" advice still applies.

-Ben
#2
10/20/2008 (5:45 am)
Well since this guys are a community of RPG gamers (i mean Table RPG not Computer), and they ran a small community of players in a computer MMORPG game.
They decided to make something more useful with their time, they don't want 3D.

So Ben, do you think networking a client server solution for a RPG game like UO would be that hard? is there any documentation, since i didn't bought the TGB kit myself, i can't say much about it, again as i told you, I'm just trying to point this guys out, they will do this somehow i guess..
#3
10/21/2008 (1:55 pm)
Not to belittle TGB (as it is quite a powerful engine/system straight out-of-the-box), however getting it to function as a platform for an MMO game would take some work and a lot of time - probably more than most people that are not experts in networking would have available. Integrating a database system into TGB would probably also be required, depending on how massive the game would be (i.e.- player database, items database, etc.)

As Ben stated, making an MMO for your first game is generally not a good idea. Perhaps you can look into what is already available for making MMO games.

Here's a link to a small list you might consider:
www.devmaster.net/wiki/MMORPG_Creation_Packages

The short answer to your query would be that yes it is possible to make an MMO with TGB, however it would take a lot of source code editing (meaning you would need the Pro version). That's just my 2 cents at least. :)
#4
10/22/2008 (1:30 am)
The is also an open source (well, I believe open if you do the free registration) UO client/server out there written in C# if you are just interested in modding something for your own purposes. I don't believe that TGB (and TorqueNet Lite) support the ghosting that full blow TorqueNet/TGE/TGEA support and that would probably be really important for what you are doing. The database work would probably be just as much of a milestone as implementing that, though someone did propose adding a form of ghosting to TGB in the form of behaviors, which might be interested.

As a side note, most MMO servers (including WoW) need to be able to support between 1000 and 4000 players simultaneously (which the very big exception being EVE Online, which set the record at around 25k one one server/cluster). Even though WoW has over 10 million subscribers, none of their servers allow on more than a few thousand players at a time. Even then, they are separated (hence loading screens between continents and outland). You start to notice the lag when everyone goes to one continent for a protest/event, and even recently with the Halloween event being in an instance, their servers have been crashing en masse (the ones running the instances). So, don't try to make a game server that can handle a million players at once because none of them do. Stick to a few hundred or a thousand and make multiple servers (or instance everything like Guild Wars).

Think Runescape and MUDs, I would suggest.
#5
07/06/2009 (11:05 pm)
i reckon u should use pro comes wid alot more stuff if u look at rpgvx on google use the type of graphics they use it would make ur game look really effective
#6
07/07/2009 (10:45 am)
Hello Jorque, I too am an old-time UO player who was heavily influenced by 2D gaming. I've developed inventory, skill, XP, spell casting, and melee systems for a single player RPG I'm making (probably not the best code, but it works for the most part). So, it can be done.

The Adventure Kit is good if you want to understand how to write Torque Script to perform various functions, but it isn't necessary. Do the tutorials on wiki (especially the behavior ones).

My opinion is that TGB is not the way to go if you're making a medium to large scale multi-player game. There are other solutions out there that should be considered though. If your friends aren't very experienced in programming, they could try using Elysium Diamond. While it doesn't provide the same interface or systems that UO uses, it will give them a basic understanding on how tedious an MMO can be. It's a decent engine and your friends could have a lot of fun with it...and it's free. It's also easily set up to run "out of the box". I don't believe there is any crafting system though...