I'm not entirely sure what the huge aversion to 3D is; this dogmatic nostalgia puts most people off. If you really want to hearken back to the days of yore, do it with the gameplay mechanics. The game can be 2D (overhead I presume) but make effective use of a wide range of 3D techniques to really spruce it up.
Also, if you guys are going to create an RPG, I would strongly advise that you (after creating basic architecture of the game mechanics) create an SDK for the game of sorts in which you can create items, quests, levels, etc. very easily and quickly. If the content of the RPG is created otherwise (i.e. any form of hard-coding) it will take you (and by you I guess I mean Wolf Coder) forever. If there is an SDK or Construction Kit (whatever you want to call it), then many can partake in the creative process.
Community Game Development ProjectOfficially endorsed by the DIC community
169 Replies - 49704 Views - Last Post: 23 January 2009 - 06:15 PM
#122
Re: Community Game Development Project
Posted 05 June 2006 - 09:40 PM
Those key combinations make it seem like it'll be fun with a console controller. Sounds good to me. Having an sdk for content creation isnt a bad idea.
#123
Re: Community Game Development Project
Posted 06 June 2006 - 07:23 AM
One thing that would be neat that I've really never seen recently is a destructible environment in an RPG...Maybe not destructible but more of a fully interactive environmetn?
#124
Re: Community Game Development Project
Posted 06 June 2006 - 01:04 PM
Now thats something I would enjoy. But its not so easy to do. If I was good at programming I would try to make something like that.
#125
Re: Community Game Development Project
Posted 06 June 2006 - 06:49 PM
We have some excellent programmers here though....
#127
Re: Community Game Development Project
Posted 07 June 2006 - 08:44 PM
Videege, on 5 Jun, 2006 - 07:16 PM, said:
I'm not entirely sure what the huge aversion to 3D is; this dogmatic nostalgia puts most people off. If you really want to hearken back to the days of yore, do it with the gameplay mechanics. The game can be 2D (overhead I presume) but make effective use of a wide range of 3D techniques to really spruce it up.
Also, if you guys are going to create an RPG, I would strongly advise that you (after creating basic architecture of the game mechanics) create an SDK for the game of sorts in which you can create items, quests, levels, etc. very easily and quickly. If the content of the RPG is created otherwise (i.e. any form of hard-coding) it will take you (and by you I guess I mean Wolf Coder) forever. If there is an SDK or Construction Kit (whatever you want to call it), then many can partake in the creative process.
Also, if you guys are going to create an RPG, I would strongly advise that you (after creating basic architecture of the game mechanics) create an SDK for the game of sorts in which you can create items, quests, levels, etc. very easily and quickly. If the content of the RPG is created otherwise (i.e. any form of hard-coding) it will take you (and by you I guess I mean Wolf Coder) forever. If there is an SDK or Construction Kit (whatever you want to call it), then many can partake in the creative process.
I said that the editing tools could be written a lot like RPG Maker... Which will save us lots of time... Cuz we will have an engine... And we feed it quickly with the tools... That's basically what you described...
And... I actually don't care if you guys switch to 3D. You're right, Videege. My other project i'm working on is an intense RPG that's old school, but i'm writing a powerfull engine that was built on another powerfull 3D engine for it. It doesn't matter for this project, i'm only the AI programmer
Console controls you say? I've got a header file that allows up to eight different console-style joypads on one comp. We don't need eight but it could help if you want it.
And I hope i'm not the only coder, cuz you're all on your own for everything but AI now. (Aside from joypads).
This post has been edited by Videege: 07 June 2006 - 09:16 PM
#128
Re: Community Game Development Project
Posted 12 July 2006 - 02:13 PM
No trust me. You're not the only coder. My company just got a job about two months ago. We were working hard for it. I'm here and going nowhere until this D.I.C game is finished. So you're not alone.
#129
Re: Community Game Development Project
Posted 02 November 2006 - 12:13 PM
A fully interactive environment would be great! I'm sure there are enough code monkeys here to pull it off too. I just stumbled across the forum this morning and I'm just getting started with C/C++ but as soon as I get over the language barrier I'd be glad to help.
How is it coming anyway?
How is it coming anyway?
#130
Re: Community Game Development Project
Posted 15 December 2006 - 07:07 PM
Yeah, we should get back up on our feet with this project.
#131
Re: Community Game Development Project
Posted 03 January 2007 - 09:38 PM
I have Creative Suite 2 and Studio 8, I'll do some graphics. BBL.
#132
Re: Community Game Development Project
Posted 03 January 2007 - 10:10 PM
back. what do u need??
Sorry.
Anybody consider some Java elements?? Check out RuneScape, huge game from java. Its fully interactive, with side by side interfaces, the layout might for a 2D sidescroller, ill add a screen shot later.
I know you can make destructable environment in flash, kinda like the worms games? ever heard of them?
C++ should make for a nice run, though. Is it possible ( I don't know C++, scuse me if this is stupid) to actually call upon images or files from somewhere for the game? Like in a folder...
Sorry.
Anybody consider some Java elements?? Check out RuneScape, huge game from java. Its fully interactive, with side by side interfaces, the layout might for a 2D sidescroller, ill add a screen shot later.
I know you can make destructable environment in flash, kinda like the worms games? ever heard of them?
C++ should make for a nice run, though. Is it possible ( I don't know C++, scuse me if this is stupid) to actually call upon images or files from somewhere for the game? Like in a folder...
#133
Re: Community Game Development Project
Posted 03 January 2007 - 10:34 PM
Er... This project died so long ago...
#134
Re: Community Game Development Project
Posted 10 January 2007 - 05:40 PM
Well, im basically working on a project similar to what we started, but Im using ruby/gosu. Its interesting so far, but I hate libpng, doesn't even support transparency in 8-bit png's
#135
Re: Community Game Development Project
Posted 29 January 2007 - 02:41 PM
the worms games were awsome! They've slipped a little moving to 3d but they're still fun.
Any hope of getting a fire back under this or is it just dead now?
Any hope of getting a fire back under this or is it just dead now?

New Topic/Question
Reply




MultiQuote







|