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| | #16 (permalink) | |
| A Cat is Fine Too Join Date: Oct 2002 Location: Not in fucking Acton, MA anymore!
Posts: 2,759
| Quote:
I've been looking for something like that to focus some ideas for a Game some friends and I have been working on for a few months. I am working on the Battle Engine right now. Roomate has been working on Overworld, and everything else. Other friends are designing characters, etc...
__________________ Vinna, Feral Druid, Stormrage Server Hope is not a strategy | |
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| | #17 (permalink) |
| Feisty Join Date: Jan 2002
Posts: 5,713
| Very cool, Ham. Thanks for the template. Personally speaking, I'm never really one to outline or plan much of anything. My creative process is very spontaneous, improvisational, and disorganized, but sort of comes together mysteriously in the end. But for an RPG, I think structure and planning are in order. There are all sorts of intangibles to consider that will ruin the game if not accounted for (balancing, level growth, itemization, etc.). Thanks! ![]() |
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| | #18 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,634
+9 Internets | There's always the tradeoff between user friendly and the power to do what you need. Anything easy enough to just play around with is going to limit what you're able to do. Torque was what was used to create newbieworld, more specifically the mmokit from prairie games, which is basicalyl torque with all the mmo server side stuff already done. It's still middleware, but it's probably the best next step after modding existing games, but does require a bit of work. The tactics style game you describe seems like it's going to require real core programming so might be a little too advanced for the moment. If you wanted to concentrate on story and content, then modding existing game like nwn might be best option. Torque was pretty nice for changing the rules of the game, defining skills, levels, etc, but did require a lot more work, most of which fatty did and he's a hardcore programmer. |
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| | #19 (permalink) |
| Feisty Join Date: Jan 2002
Posts: 5,713
| Well, in a perfect world I'd love to get my hands on the FFT engine or the Jeanne d'Arc engine and just mod those with new scenes, character sprites, abilities, etc. I'm not so interested in changing the rules of the game so much as I'd be interested in making my own game using those existing rules and overall structures. "FFT," with new sprites and an entirely different story, would be a perfect result for what I'm after. I'm open to collaboration with anyone who might be interested in doing some programming and graphics work. I'm mainly interested in item design, character & enemy/boss design, skill design, and story. |
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| | #20 (permalink) |
| Registered User Join Date: Mar 2005 Location: Chicago
Posts: 4,394
| Have considered making the prototype with Flash? There was a flash RPG that was advertised here for a bit dragonfable I think. I didn't play it but I've seen my kids tool around with similar flash-type RPG-ish games. Looks like it could work for a 2D RPG prototyping tool. Haven't tried it myself though. Once you have your game system and concepts ironed out you could move to a 3D engine afterwards. |
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| | #22 (permalink) | |
| Registered User Join Date: Jul 2002
Posts: 462
+1 Internets | Quote:
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| | #23 (permalink) |
| Feisty Join Date: Jan 2002
Posts: 5,713
| FFT? I have no idea. I assume something far, far more advanced than I could hope to grasp. EDIT: Oh, you probably mean collaboration-wise. I dunno yet. Whatever the consensus seems to suggest is the best RPG-programming language that allows for a tactical style game is what I'll probably go with. If it's possible to do an FFT-style game using the Torque engine Faille linked awhile back, then that's probably what I'd go with. |
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| | #24 (permalink) |
| Registered User Join Date: Feb 2007
Posts: 264
| "design documents" still gives me nightmares ![]() id would also really suggest to pick your engine, take a look at it's features and write up a game concept based on those, anything else could become a real bottleneck or probably make the project fail |
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| | #26 (permalink) |
| Feisty Join Date: Jan 2002
Posts: 5,713
| I've gotten pretty good at using the WC3 map editor, but it's still pretty limited for RPG-type games. You can make pretty sophisticated modules with it, but you can't really make anything resembling an RPG Maker game. At least not to my knowledge, or within my knowledge. |
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| | #27 (permalink) |
| the Ninjarr Join Date: Apr 2007 Location: CA
Posts: 1,251
| There are some interesting FFTactic WC3 maps floating around that actually attempt to emulate that style of strategy gameplay and do so rather well. Whether or not you could find an unprotected version to learn from, or have the desire to base your idea off that world (a very limited art style can often hold back a video game drastically) is up to you. |
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| | #29 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,634
+9 Internets | I hate art. Seems to be the biggest roadblock to really creating anything good. one of the things I now look for in an engine, is one that comes with a good asset repository to use. |
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| | #30 (permalink) |
| Reactor Zero Join Date: Dec 2002
Posts: 302
| A good lightweight, beginner engine that I would recommend is this one: Haaf's Game Engine - Hardware accelerated 2D game engine Ya, its in C++, but I'm sure you could throw together a team, it doesnt take much to learn the engine. |
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