Look I know people are gonna rip me for being a noob and asking this.Yet I have to ask, is there a list for a good engines for an mmofps that run would run on c/c++ and is under $500? Please help BUT don't bother to rip cause I could care less, I am here to LEARN.
mmofps
Started by DeltaForceUSA, Dec 20 2007 09:57 PM
10 replies to this topic
#1
Posted 20 December 2007 - 09:57 PM
#2
Posted 24 December 2007 - 08:29 PM
Don't worry, as far as MMO posts go, you did a good job of handling it, I come in peace.
Anyway, as for GOOD engines, I'm clueless, but I did type in MMO engines and got a few results and as expected, a lot of critisism for them.
If you go with anything networking wise, I would recommend Tourqe over anything else. Last time I checked they have something similar to that. Exactly like it? I really can't say.
As for having an FPS, it's a fine goal and multiplayer would be a great feature.
As for MMO, in all honesty it's a waste of time (I don't think any indie has ever made a real *profit gaining* one) and costs an ungodly amount of money to keep up with. And that's WITH an engine.
Honestly though, multiplayer is challenging enough and you'll certainly get praise for having a feature like that.
Anyway, as for GOOD engines, I'm clueless, but I did type in MMO engines and got a few results and as expected, a lot of critisism for them.
If you go with anything networking wise, I would recommend Tourqe over anything else. Last time I checked they have something similar to that. Exactly like it? I really can't say.
As for having an FPS, it's a fine goal and multiplayer would be a great feature.
As for MMO, in all honesty it's a waste of time (I don't think any indie has ever made a real *profit gaining* one) and costs an ungodly amount of money to keep up with. And that's WITH an engine.
Honestly though, multiplayer is challenging enough and you'll certainly get praise for having a feature like that.
#3
Posted 24 December 2007 - 09:02 PM
There's an indie MMOFPS game that uses Torque Shader Advance, from what I read there were some issues with the standard package
http://www.massivefp...ost-Colony.html
I think those pictures aren't updated though...
http://www.massivefp...ost-Colony.html
I think those pictures aren't updated though...
#4
Posted 26 December 2007 - 06:55 AM
IMO These are two genres that will be hard to mix. Dealing with lag in a standard FPS game is hard enough. Toss in a few hundred people and you will have serious problems.
The standard approach to coding multiplayer games works quite well, however you will notice it starts to become severely limited at around 30 players. You cant just tweak this approach a bit and suddenly arrive at 100 or so players. You will need to devise a completely new approach, and it will be complicated.
The easiest way to do it would be to split up the world into small sections and treat each one as a separate game, having doors, teleporters or just lines in the ground that transfer you across rooms.
Clearly, this isn't very ideal and would come across as pretty lame, however it would be an easy addition to an already multiplayer FPS.
So basically you will end up with some unimaginably complex seamless server/zone logic that can handle tossing projectiles across rooms, as well as servers without freaking out.
Creating a true MMOFPS game is one of the most difficult tasks I can think of.
It really comes down to scale, and what you mean by MMOFPS, but you will be very hard pressed to find any engine that could be used without severe modification.
Multiplayer introduces a whole host of issues that are very hard to predict and account for. Just because a game works across your home network, or you can play your buddy a few streets down does not mean that your game can support 8 people across the globe, when messages are getting dropped, arriving out of order and finally get there 500ms late.
If you are serious about this you are going to need a lot of reading.
The standard approach to coding multiplayer games works quite well, however you will notice it starts to become severely limited at around 30 players. You cant just tweak this approach a bit and suddenly arrive at 100 or so players. You will need to devise a completely new approach, and it will be complicated.
The easiest way to do it would be to split up the world into small sections and treat each one as a separate game, having doors, teleporters or just lines in the ground that transfer you across rooms.
Clearly, this isn't very ideal and would come across as pretty lame, however it would be an easy addition to an already multiplayer FPS.
So basically you will end up with some unimaginably complex seamless server/zone logic that can handle tossing projectiles across rooms, as well as servers without freaking out.
Creating a true MMOFPS game is one of the most difficult tasks I can think of.
It really comes down to scale, and what you mean by MMOFPS, but you will be very hard pressed to find any engine that could be used without severe modification.
Multiplayer introduces a whole host of issues that are very hard to predict and account for. Just because a game works across your home network, or you can play your buddy a few streets down does not mean that your game can support 8 people across the globe, when messages are getting dropped, arriving out of order and finally get there 500ms late.
If you are serious about this you are going to need a lot of reading.
#5
Posted 27 December 2007 - 07:55 AM
If by "noob" you mean that this is going to be your first game, then you'll want to stay away from any genre with "MMO" in the title. Your first game should not be Massive, Multiplayer or Online. Put together a small, simple, singleplayer game first and then you can start thinking about MMO's.
There's a reason why it takes a team of professionals years to make an MMO.
There's a reason why it takes a team of professionals years to make an MMO.
#6
Posted 27 December 2007 - 03:18 PM
Thanks for the help.
#7
Posted 29 December 2007 - 06:00 AM
I think a MMOFPS in a world as big as WoW wouldn't be TOO bad (although it is a monstrous task). If you wanted it to be a war game with, lets say, 50 people per team unloading their M4s with 30 bullets, there would be a big problem.
#8
Posted 29 December 2007 - 05:43 PM
DeltaForceUSA said:
Look I know people are gonna rip me for being a noob and asking this.
I dont want to Rip you, I'm happy you want to learn. :worthy: I learned by asking also. but, I asked the right and wrong questions. I cant lie to you, I got ripped left, right, forwards, backwards, and to tell you the truth, I still learned what I needed to know.
I'll give you a little info, anything with the term "MMO" is gonna take a while to make. And if I havent discouraged you yet, your gonna need a team. A team of experienced people to help you make it. Try and test out the engines on the engines list, or research the engine's features and see if it suits your needs.
#9
Posted 03 January 2008 - 12:34 AM
Then what do you think in your opinion what to get, I have to other ideas in mind FPS creator,torque game engine,realm crafter,C4 game engine, or last but not least FPS creator X10.
http://www.realmcraf...n.php?info_id=6
http://www.fpscreator.com/
http://www.fpscreatorx10.com/
http://www.terathon.com
http://www.garagegam...m/products/111/
http://www.realmcraf...n.php?info_id=6
http://www.fpscreator.com/
http://www.fpscreatorx10.com/
http://www.terathon.com
http://www.garagegam...m/products/111/
#10
Posted 04 January 2008 - 01:51 AM
Get Realm Crafter If you want to make an "RPG" Game
Get FPS Creator if you want to make an "FPS"
"Terathon" <--- I never even heard of this one
Get Torque Game Engine once you Have A Team and A Solid Game Idea ---> to create a 3d Platformer type, an FPS, or a Tank Game or hundreds of other types of game styles.
Before you chose the Engine, Do you Know the Style of Game you want to make? You have to have a solid plan for your game?, you cant just run by the seat of your pants and hope that everything goes well. Write everything down. Will it have Power ups? Will the Objects be breakable? Will the Characters have a fail safe System, that prevents the character from using to much of his power? What are the weaknesses of the Characters? Will it Have many levels? Will the Power ups be in Crates? Will he hit the Players with a Frying pan? Or Mallet to start? Will it Have ragdoll Physics?
A good 90% of the Newest Game Engines can do all these things, it may be a good job for the coding dept, But these are all possible with todays engines.
And If the Engine is missing certain parts like Physics, Get "Tokamak" or "Newton Dynamics" the are open source Physics for games.
You Need a Solid Idea, with everything writen Down and Then you start choosing your Engine. If your Game Involves original 3d Models, Sound, Animation, Intense Maps, trap System, etc. You need a team of people, Start off with 3 people, and if the workload is heavy add another member, or ask for content or scripts at hundreds of sites.
I have A Torque License, but I'm just designing levels now. C4 is also a very good Engine, and affordable.
I have a team of three.
Get FPS Creator if you want to make an "FPS"
"Terathon" <--- I never even heard of this one
Get Torque Game Engine once you Have A Team and A Solid Game Idea ---> to create a 3d Platformer type, an FPS, or a Tank Game or hundreds of other types of game styles.
Before you chose the Engine, Do you Know the Style of Game you want to make? You have to have a solid plan for your game?, you cant just run by the seat of your pants and hope that everything goes well. Write everything down. Will it have Power ups? Will the Objects be breakable? Will the Characters have a fail safe System, that prevents the character from using to much of his power? What are the weaknesses of the Characters? Will it Have many levels? Will the Power ups be in Crates? Will he hit the Players with a Frying pan? Or Mallet to start? Will it Have ragdoll Physics?
A good 90% of the Newest Game Engines can do all these things, it may be a good job for the coding dept, But these are all possible with todays engines.
And If the Engine is missing certain parts like Physics, Get "Tokamak" or "Newton Dynamics" the are open source Physics for games.
You Need a Solid Idea, with everything writen Down and Then you start choosing your Engine. If your Game Involves original 3d Models, Sound, Animation, Intense Maps, trap System, etc. You need a team of people, Start off with 3 people, and if the workload is heavy add another member, or ask for content or scripts at hundreds of sites.
I have A Torque License, but I'm just designing levels now. C4 is also a very good Engine, and affordable.
I have a team of three.
#11
Posted 04 January 2008 - 09:58 PM
I have been typing my ideas. I have at least a 4 pages just for weapons alone. Not including terrain, uniforms, and npc characters, all for my ww3 mmofps game. I would like it to have rag dall but if it screw up the game its out.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users











