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What's right for me, Realm Crafter or Torque?

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hello, i'm waw...obv. ok, on to important things.. I'm here to ask a question about the products Torque and Realm Crafter when creating a mmorpg. Now, I know most people don't keep working with it but I am hoping to take it far... anyways... what is better for me? I want something highly customizable with a script in which I can be self taught and make it work how I want it to. And, the big current question is... how easy is it for somebody to play? I mean, do they have to have Flash? Or what? Do they have to pay for TORQUE as well as subscribe to play my game or what? Hopeful to your replies... thanks

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Neither requires the end-user to have any special runtimes. Both require only that you purchase the development license.. no royalties or end-user fees are required.

As for MMORPG creation, Realm Crafter would be significantly easier to use. It uses a language similar to that of Blitz Basic and is intended for MMORPGs. It is much easier to use for a non-programmer.

Using Torque for an MMORPG will be significantly more difficult, as you will have to be proficient in both C++ and network programming. Torque is not made for MMORPGs. It is possible to add that functionality, but quite a project on its own.

Technical aspects aside, I feel the need to insist that making an MMORPG is a massive undertaking, even for an experienced team. Be wary that even a more 'friendly' engine such as Realm Crafter will still require a great amount of work and learning.

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Please forgive me for saying so ... but I'm not to sharpest tool in the shed, but what I've found which works well is to get your game logic working in text mode to the best of your ability first.

The reasons for this is you'll learn tons and tons of information about how computers work, and all the basics which you need to master anyways for any other thing like OpenGL, SDL, and winsock coding which can be used for later game look-and-feel advances.

I'm not writing an MMO, I'm writing a small RPG with the ability to be put On-line, (or what I call: an On-line RPG.) I would recommend grabbing Sam's Teach youself c/c++ in 21 and dig into that.

I'm not the sharpest tool in the shed, but I've just found that this path has been very helpful to tackle all the hard stuff I've come across and has allowed me to understand the harder stuff as a result. I hope my words have helped.

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[opinion]
Wiseandworthy, I don't want you to take this as a slam against you but if you have to ask that question then you are not ready to be making a MMORPG. If you scale the difficulty of game programming projects from 1-100, then a MMORPG is about 1,000. If you really want to make one then you should start a with a lower bar. Start with a simple RPG, learn how that works. Now you can use your ideas for your MMORPG for the RPG part. The same rules and scripts, it will just be single player. Then move on to a multi-player RPG from the single player RPG. Get it some 6 players or so can work in a party, go on quests together, chat, trade items, ect. Then after you get that working well, then move on to the MMORPG version.

Right now you are all fired up about your projects, that is normal. But after 6 months of work and you have nothing to play at all it starts to wear you down. So start small, get something you can play and see it working and build off of it. Now doing it this way, you will have to go back and rewrite some stuff that doesn't scale properly but that is easier then trying to write it all from nothing.

theTroll

[/opinion]

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Definitly Realmcrafter. (As it allows you to make a small generic mmo with very little effort and virtually no knowledge at all).

If you want something unique.. well then TheTroll is pretty much spot on.

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ok, well, i wanted to go with Realmcrafter, and no body has offended me, I appreciate all your words.

So, here is my question then: say bob wants to play my realm crafter orpg/mmorp or whatever it would be at said time. what does his computer need to play it?

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Quote:
Original post by wiseandworthy
you can't get on realm crafter forums unless you own it


Quoted from section I of the FAQ:

Does Realm Crafter require those who want to play my game to purchase the engine?

No! The Realm Crafter engine creates a redistributable client as part of the game creation process. Your game players need only install your game client to play your game.

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I've also been digging into that hole, and you maybe wanna wait a but with Realmcrafter .
v2.0 is in Beta testing right now and i believe it uses the Ogre3D engine for rendering.. so much better graphics than the previous one, which in my opinion looks really crappy..
With the new one you can use more triangles and have normal mapping.. that'll make it look really nice.

Torque is what i am aiming for with a normal RPg ..
Like the people mentioned before.. i am first gonna make a singleplayer with a group (though we need lots more people who volenteer) when that one is done and released we use the exact same area's models scripts battle system etc and put that into an mmorpg is the singleplayer gets downloaded often , and make a patch out of it .
Just start creating something and keep it safe (kinda gound like gandalf: keep it secret... keep it safe!)
And keep on building .

U am not even near a sharp tool whn it comes to most of the technical stuff.. i know how it's coded in big lines but not the syntax, same goed for modeling ..
I stick to the design part for now though i am learning.

I began with NWN1 with modding. There you have NWScript a C like programming language but made very easy and predefined commands with placegolders for scripts .

Instead of having to code all the stuff what should happens when the player dies.. you simply put a script on the OnDeath placeholder.
And more stuff like that .

Could be usefull to learn some basics.. but the syntax and commands are really different from the real thing mind you.. but the structure is the same wih C
I also use it to concept things out .

For the battle system .. i got lots of chapters to read at cprogramming.com to make a tekst based version of it .
When that is done.. you could inoprt the scripts and code you used for the real deal, which you need to do anyway as mentioned before.

Just some things to see how i work.. maybe you'll get some idea's out of that

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