|
| | #1 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | RPG systems What systems are needed in an RPG, i know i'm forgetting a few but I can't really put my finger on it. Systems I'm gonna need for sure: Scripting engine; Sound engine; Battle engine; TileMap engine; Inventory system; GameStates / GameScreens system; Any others come to mind? Also how would you implement an Inventory system? I have a few ideas (basically using a big array list for the inv, so you can just .add() or remove() an item..) |
| | |
| | #2 (permalink) |
| Fuckin' 07er Join Date: May 2007 Location: Philly
Posts: 337
| Not sure what you mean by engine/systems.. Is this a prebuilt engine or one you're making from scratch? You don't mention any of the aesthetic elements, is it a 3D or 2D game? Either way you'll need an animation system and render system as well. Character System, also. Inventory's are usually done with databases of items, and then each character's array/db referencing the master list of items. I think that's how they did it in EQ (if I remember the emulation community and scripting correctly). |
| | |
| | #3 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | its a 2d XNA project, engine is being built from scratch.. has a JRPG / FF6 / Chrono feel to it. I think most MMOs are just a huge database of info, if im not mistaken... but is it done the same way with something simple (in comparison) like a FF clone? |
| | |
| | #4 (permalink) |
| Fuckin' 07er Join Date: May 2007 Location: Philly
Posts: 337
| Then, yeah, you'll need some kind of "animation" system, even if it's sprites for the characters, walking animations, attacking animations, animated sprites for spells and such, etc.. Pretty much something that says "Play these sprites this fast in this order when Fire 3 is called" and shit like that. By character system, I mean stats and what items affect what on a character, and how that affects them and how do those stats affect the combat, etc. Scripting will be an annoying overhead, but once finished, can make a lot of the actual game creation/design easier of the world.. Triggers, flags, and all of that good shit.. Might be obvious, but a system that involves the movement of characters, exploring the maps and such. Pretty much an "out of combat" system. Menu/UI stuff as well. |
| | |
| | #5 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | ugh, forgot about the menu ui stuff for character sheets and status sheet and stuff.. I have 90% of the rest of that already implemented, just need to polish it up. Scripting, yeah i don't know how to do that quite yet so I need to do some research. I heard LUA was the pretty much the standard, so i heard about one that will interface with XNA pretty well, so i may look into learning that. Thanks for the ideas, you did give me a few on what i need to focus on again. |
| | |
| | #7 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | YouTube - XNA RPG Project Tech Demo Basic tech demo is there, i'm already heavily modifying the battle engine so I can have a party of 3 members on screen and up to 8 enemies at once. I was stupid in not planning for that ahead of time so I'm basically re-writing portions of hte battle engine to take advantage of it now... Its comin along, slowly ... heh. As far as scripting, I think i saw somewhere someone got LUA working with the compact framework microsoft uses in XNA-Compact (for the xbox) so i'll check that out when im done with the battle engine. |
| | |
![]() |
| Thread Tools | Search this Thread |
| Display Modes | Rate This Thread |
| |