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| | #1 (permalink) |
| CTW! Join Date: Feb 2004 Location: at work
Posts: 485
| TGE + TGEA Well I've got a hard on for the Hero engine. But it seems they'll want like 250k or some other Unreal2/3 type of money for the use of the engine. It seems like the only real answer is using TGE or TGEA. After our breif stint into newbieworld I can't say I liked TGE from a design point of view. It seemed like everything we tried with the MoM code was either broke or not working with any version of TGE over 1.4. Has anyone worked with TGEA or even TGE lately? It seems like the use of the MoM code cripples you in innovative ways. Then if you don't use it, you'll need to write the network code server/client code (haha fuck that). Does anyone know of anyone getting the mmo parts of the server/client code working with TGEA? I really feel like doing another more refined newbieworld and putting alot of time into one zone (town) to polish it as much as possible as a testing ground. However the thought of having to do all the research alone on the coding makes it not even worth my while. Being able to use a engine like Hero would be great. Anyone messed with this lately? |
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| | #2 (permalink) |
| is a little tea pot. Join Date: Jan 2004 Location: Carlsbad CA
Posts: 6,465
+75 Internets | I wouldn't mind starting up the uberworlds project again in a different engine. I agree that the MoM engine felt very limited in what we were able to do and seemed like we had to jury-rig a lot of things just to get it to work. After playing around with the U3 editor I'd like to practice doing some level design for something. |
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| | #4 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 3,368
+25 Internets | I think TGE has made a lot of effort to be more newbie friendly as an engine introduction, ie lot easier to get into and get stuff made with sample code and tutorials, but not sure how much of the engine has been modified to be more customizable. Multiverse is still years away from being a viable option imo, especially for independents. Modding an engine I don't like all that much. limits you to having to have that game, as well as what you can do with it. That said, Unreal is probably best choice since there is a ton of support for modding it. Really depends on what you want to do. Anything too far outside the norm is going to require a lot of codework since you'll effectively be breaking new ground and have to work out how its done yourself rather then just tweaking a more standard game form, such as an EQ clone. |
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| | #5 (permalink) |
| Registered User Join Date: Feb 2007
Posts: 423
| not really tge/a related. a buddy was working on a mmo project using c4 engine. seemed to me like a good engine for a low budget project (standard license 200$ per user for the first 5 programmers, then 100$ each). cant really comment it's features from a programming point of view, but visually it was pretty good. link: C4 Engine Features |
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| | #6 (permalink) | |
| is a little tea pot. Join Date: Jan 2004 Location: Carlsbad CA
Posts: 6,465
+75 Internets | Quote:
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| | #9 (permalink) |
| Administrator Join Date: Dec 2004 Location: Lafayette CO
Posts: 396
+12 Internets | yeah i'm working at Netdevil in CO on the Lego MMO. TGE and TGEA are not built to BE MMO engines, they are just game engines. What the minions of mirth guy did was take TGE and build an MMO game on top of it using Python. All of the real MMO shit is in his python code which is what is given to you when you use the minons of mirth stuff. It actually worked out better than I thought when working on it, and I have no idea what you fags are talking about when you say "limited and jury-rig". If i recall, i pretty much did like 90% of all the coding that enabled you guys to do anything outside of the normal shat!! Now that I have more game dev and MMO development experience, I would say the minons of mirth stuff was very easy to use and work with. You will spend a year+ just developing all the MMO code required to support multiple players, zone transfers, chat, guilds, groups, etc. All the basic stuff in a normal MMO... You definitely want to start with something that already supports all of those features so you can concentrate on the "game" part of your idea. also the minions of mirth stuff has come even further since we stopped using it. With almsot any engine you will probably have to implement many of the things I implemented for our newbieworld. In addition to that you will probably have to create the AI Behavior you are looking for and all that crap too... Lets not forget you will also have to learn the pipeline for getting assets into the game and working correctly. |
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| | #10 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 3,368
+25 Internets | your jerry rigged quest dialog code is driving me crazy atm. Can't work out how to fix it so I can compile it. Something to do with 'Objective' not being defined ![]() |
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