Torque Game Engine

Cyberpawz
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Post: #16
Quote:Originally posted by griffin239
I'm sorry I missed notifcation on these questions all this time.

64 players is a very high number of players for $100
assume you can easily run 7 levels on 7 cheap pcs and a T1
you have 7 x 64 for your $100 license if you develop something
you want to show to the world.
You are making applications via Torque source.


Lets put it this way, 64 players is enough for a demo...in which I would be willing to design using the Torque engine... but the full engine we are going to be using, as the programer right now is working on, is going to be handling over 300 users at one shot...yes a lot of headaches, but he is positive he can do it.

Quote:Originally posted by griffin239

All this code is open to you to USE,but you don't have to depend
only on it,you could say have something its missing and
you work it in.

I'm not a programmer but i scripted and compiled the bot code
from their forums..it was not easy but I did it. Yes the bots could
have more AI. My bots are dumb as hell. all they do is try desperately
to see the player, run to him, kill him.

I have a license for artistic purposes, that means I wanted to design
levels and learn to hack a game together. I had a great time,
raising mountains, gouging valleys, planting spaceships and temples.

I'd like to get back to it but team work to me is vital.

Anyone have torque?


Well if you are seriously looking to get back into a project, I have an opening...as of now, no money to be had, but if we get a demo, and a partner, I see it coming though.

I need someone who can code, at least a basic bot, and have the ability to do character renders, etc...

If you are intersted, or want to know more, E-mail me... or PM me, and I will be sure to respond...

I don't have a job so for me it's easy to respond easy... I have a tech writer dealing with my works as we speak for the documents, so I can give you what I have edited, but if you want the unedited info, I can give that too, but to get that far we need to talk, and be on the same page..

I will get the torque engine if given a good enough reason to, next to the price...

This is going to me interesting as well due to the fact it needs to be programed in Objective C.

Cyberpawz
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griffin239
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Post: #17
Torque is multi-platform but Cocoa isn't. Why go Cocoa?

You should be able to build a very basic demo using Realm Wars.

Deformable Scenery, ala, craters is easy enough in Torque by
loading height maps and applying them to the scenery mesh.
Greyscale images in combination will create fairly complex
terrains. It just takes some learning.

If you are even considering Torque, Realm Wars is a quick
route to creating a demo that says "my game will look like this",
even if it does't have all the mechanics in place yet, like a
300 client server.

I'm not soliciting work, I'm looking to share Torque info and
hopefully learn something in the process. I'm new to programming.
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Cyberpawz
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Post: #18
Quote:Originally posted by griffin239
Torque is multi-platform but Cocoa isn't. Why go Cocoa?

You should be able to build a very basic demo using Realm Wars.

Deformable Scenery, ala, craters is easy enough in Torque by
loading height maps and applying them to the scenery mesh.
Greyscale images in combination will create fairly complex
terrains. It just takes some learning.

If you are even considering Torque, Realm Wars is a quick
route to creating a demo that says "my game will look like this",
even if it does't have all the mechanics in place yet, like a
300 client server.

I'm not soliciting work, I'm looking to share Torque info and
hopefully learn something in the process. I'm new to programming.


The reason for Cocoa, is becuase that is what the programer wants to do it in...and since I don't know programing, I'm a little letf to the whims of what he can do...

And the use for Cocoa, is because I want this to be a Mac first game...then port it over.

As for realm wars, I will have to look into it, thanks for the advice...

this is going to be a very complex system to say the least.

Cyberpawz
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AJ Infinity
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Post: #19
Thanks for showing me that LightWaveToDTS plugin, Griffin. It also allows LW Modeler to export to OBJ, 3DS, and DXF. I'm really happy now/ Grin (See?)
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LC Alchemist
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Post: #20
Does anyone have any suggestions about making a 3d RPG with torque?

ie:
* a multiple-choice dialogue interface thingo that is triggered when you click on someone/thing or move into a certain area
*etc.
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Member
Posts: 118
Joined: 2002.08
Post: #21
it could be done...but you would need to know c++. It would be just like making an RPG minus making the real-time renderer and landscape editor...it would take alot of editing of source
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griffin239
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Post: #22
I think plenty of Torque developers have some RPG in production.
Realm Wars has all the trappings of an RPG, only its a FPS right now.

No matter what you do with Torque you will be editing source.
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Member
Posts: 118
Joined: 2002.08
Post: #23
its true that you are always gonna end up editing source, but an RPG is a lot more edittingRasp

realm wars is an RPG without the RPG?
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griffin239
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Post: #24
Yes you will always edit the source.

The current version of Realm Wars has two roles to play
guy with ammo
and
guy who is running for the ammo

A tragic comedy in two parts.
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Member
Posts: 118
Joined: 2002.08
Post: #25
heh

the idea of the community project is good, has anyone here considered doing something like that. It could be quite a way to get publicity
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griffin239
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Post: #26
Inkubator?
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