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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Tue Nov 23, 2004 2:15 pm Post subject: |
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Mandrake wrote: |
I would like to actually turn back to talking about the engine. |
Some of your ideas match some of mine when I started H-World. If you can gather a team and make it come alive, it'll be a great thing. You seem to be more geared towords the console style RPGs while I'm more inspired by games like BG/BGII and Arcanum.
I'm not quite sure what aspects of your proposed project we should/could discuss first?
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Nov 23, 2004 2:26 pm Post subject: |
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Sorry about that rant there, but it irks me when people attack my credentials. I have about as much experience here as anyone else.
Actually H-World was part of my insparation for starting this. Even though I am heavily influenced by the console RPG genre, I still love the depth and immersion of PC RPG's. I think want to strike a balance between the two with this. I think what I might end up doing is working on the engine myself (and if others want to help- that would be nice), and leaving it open in such a way that people can add content to it easily, recode parts of it easily, and do other things like that.
I'm certain now I want to use Freya for the engine. The idea I have is to first build a character generator, where people can name their character, choose a class, a race, a gender, a zodiac sign and what their character looks like, as well as assign attributes. I also want to create a race generator and a character template editor. The race generator will let you add new races to the world (and create a new character template for the race). The character template generator will allow you to add different hair styles, clothing styles and etc for the player to choose from when deciding what his character looks like.
These two things are very hard for me to explain properly, and I have a feeling it's one of those ideas you have to see to get a grasp on how it will work.
I plan from, at the start, making a very tight and very easy to use structure for the Lua code as well as how the game engine works. One of the ideas I have is a music directory and a playlist file. The playlist will be an xml file with a listing of what songs will be played when. This way you can specifiy a song for a specific town, or a song for all town to be played at random, or a song for a specific dungean...etc, etc. People can then create song packs other people can download, or if you want, you can rip from your favorites CD's, compress to Ogg Vorbis format and use that.
It's stuff like that- I want to keep it as open and easy to use as possible. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Tue Nov 23, 2004 2:52 pm Post subject: |
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Mandrake wrote: | Sorry about that rant there, but it irks me when people attack my credentials. I have about as much experience here as anyone else.
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I've noticed something, I don't know if it applies only to me or to everone. I often don't look thoroughly enough at the others creations. Without knowing them in depth I'm tempted to think they are simpler than they actually are.
E.g. Freya (aka Gia) - I just know a few snippets of it. It might be a very powerful environment. My writing of yesterday surely was driven by a good amount of unknowledge what's really behind the scenes.
It's difficult to prove experience and skills quickly, and it's even harder to do it in a forum like this.
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Actually H-World was part of my insparation for starting this.
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:)
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Even though I am heavily influenced by the console RPG genre, I still love the depth and immersion of PC RPG's. I think want to strike a balance between the two with this. I think what I might end up doing is working on the engine myself (and if others want to help- that would be nice), and leaving it open in such a way that people can add content to it easily, recode parts of it easily, and do other things like that.
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This seems to be a difficult trick. There are a rather large number of game makers, world construction sets, engines and whatever they are called. Only a few of them could start a community. Competition is hard in this area, and it's difficult to show the users why ones engine is better than the rest.
I'm more of a programmer than a game designer, so I still hope a good desigenr will join and make goods games with my engine, but so far this is a dream.
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The character template generator will allow you to add different hair styles, clothing styles and etc for the player to choose from when deciding what his character looks like.
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This seems to be an important aspect. Among the early contributions for H-World have been hair overlays, beards and different PC skins.
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It's stuff like that- I want to keep it as open and easy to use as possible. |
These are somewhat contradictionary. The more aspects of the engine that are configurable or extensible, the more the user has to learn if he wants to use it.
ExploreRPG said that users of a game engine will need tools that hide the complexity behind nice and convenient UIs. I think this is right. OTOH creating these tools is time consuming, time that is missing for development of the core. I'm not sure how to solve that problem.
XML is a good choice anyways.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Nov 23, 2004 3:12 pm Post subject: |
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"his seems to be a difficult trick. There are a rather large number of game makers, world construction sets, engines and whatever they are called. Only a few of them could start a community. Competition is hard in this area, and it's difficult to show the users why ones engine is better than the rest."
Ahh- but that's just it- it's not a game maker. Not per se. It won't allow someone to make a game with it. It will allow someone to extend the current game. It's much more of a collabrative world building project. By making it easy to add, I don't mean dead-easy. I mean I don't want to over-complicate things, which is different. I want to keep it simple, and simple to manipulate.
So, if, say someone is playing the game and their half elved ranger gets attacked by a bunch of psychics, and he kills them. Then he realizes- wait, if their are psychics in this world, why can't I play one? He can then open up the script with the character classes and add in a psychic class. Then, he can just commit it to the SVN and *anyone* that downloads the current build can play a psychic. Think of this as game development with a wiki feeling to it. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Tue Nov 23, 2004 3:26 pm Post subject: |
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Mandrake wrote: | "
Ahh- but that's just it- it's not a game maker. Not per se. It won't allow someone to make a game with it. It will allow someone to extend the current game. It's much more of a collabrative world building project. By making it easy to add, I don't mean dead-easy. I mean I don't want to over-complicate things, which is different. I want to keep it simple, and simple to manipulate.
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This reminds me of the old MUDs where players of a certain experence level could start to extend the games world. A very nice idea, but it seems to require a common server to share the map data between the users (at least of one game world)?
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So, if, say someone is playing the game and their half elved ranger gets attacked by a bunch of psychics, and he kills them. Then he realizes- wait, if their are psychics in this world, why can't I play one? He can then open up the script with the character classes and add in a psychic class. Then, he can just commit it to the SVN and *anyone* that downloads the current build can play a psychic. Think of this as game development with a wiki feeling to it. |
I see. This way the SVN is the common server and everone plays in his own incarnation of the common world. The games share building blocks and elements.
Good. The idea is great and it can work.
You need to be careful how to design the data files.
E.g. in H-World a "wall" needs
- an image
- an entry in features.sects to load the image and bind it to a wall type definition
- a level file that uses the wall type defintion
To import a new wall into a module, a new section must be inserted into feature.sects. This is a rather inconvenient operation. You need to take care of suchlike problems during the design of your data files.
Also you'll have to take care about world consistency, e.g. you can't import a level file if your current world instance doesn't have the needed object and feature defintions.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Nov 23, 2004 3:44 pm Post subject: |
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Well, teh way SVN works is much in the same way CVS works. It allows people to edit content on a single file, and resolves conflicts any changes might make. So if person A downloads from the SVN the latest version of the game, adds an extra village, all he needs to do is add the files to the SVN and then commit it. It's hard to explain if you haven't used it. But then, everyone who downloads the game will get the changes that are made. So, if you want all the latest goodies people have added, then you need to download the latest copy. Much Open Source software works in this way. Then, once a month or so we will test every change to make sure it doesn't break anything and then put it up as an official release.
The MUD example- that was exactly what I was thinking about. But instead of high level characters- anyone can edit and change stuff. The other nice thing about SVN is you can revert it back to an older version, if someone adds something you don't like or makes changes that breaks the game.
Coming up with the file formats and structures will be tricky. That's what I meant by I wanted it to be tight and easy to modify- I meant that I didn't want to make this sloppy and second handed. I want to make it very solid and very easy to see and consistent. Probably use a lot of XML. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Nov 23, 2004 3:46 pm Post subject: |
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Also you'll have to take care about world consistency, e.g. you can't import a level file if your current world instance doesn't have the needed object and feature defintions.
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Hmm. I'm not sure I follow. Could you eloberate a bit? _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Tue Nov 23, 2004 3:58 pm Post subject: |
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Mandrake wrote: | Quote: |
Also you'll have to take care about world consistency
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Hmm. I'm not sure I follow. Could you eloberate a bit? |
I'll try. Maybe it's not a problem if you do it right from start, but I ran into these types of data inconsitencies during development of H-World:
- an teleport gate/exit points to a level file that doesn't (no longer, not yet) exist
- a level file referenced an item/monster/feature that wasn't defined
- a monster referenced a script (function) that doesn't exist
H-World is lacking proper checks for these. E.g. the broken teleport gate isn't noticed before it is used. The missing monster/item defintions aren't noticed before the level is loaded.
This means the palyer can start to play a world that only exist partially and then get stuck in the middle of a session becuase of missing content, in bad cases, the game engine crahes or terminates.
If you import "things" from the SVN server into your local world instance, they might reference "things" that are not yet imported. Your game needs measurements to check data consistency and import all of the needed "things" recursively.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Nov 23, 2004 4:12 pm Post subject: |
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Thta's a very good point. An excellent one at that. I'll need to ponder it to find the best way to solve it. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Tue Nov 23, 2004 7:58 pm Post subject: |
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I might be interested in helping out. I've had thoughts along the lines of this project in the past, too, but didn't think I'd be able to do it alone, so a communal project sounds like it could work. When you get this project started and Freya ported to Mac, let me know.
I do have a couple of questions. Apologies if you've addressed these before - I've been popping in on this thread sporadically.
* If anyone can add anything, how do you plan to maintain things like game balance, look and feel, tone, etc.? What do you do if someone starts adding crap-looking graphics, or starts pushing in items that unbalance the game? How do you reconcile the two people who want to add "Happy Happy Lollipop Forest" and "Death Goth Cathedral of Sorrow"? And what sort of tone are you wanting to go for?
* As you envision it, what is the nature of the world from a generative sense? Is it 100% randomly generated from pieces we provide (a'la Rogue), is it 100% scripted out (like most Console games), or are scripted areas splatted onto a randomly generated world (like Diablo), or randomized areas dropped into a mainly prescripted world, or what?
* If you make character graphics reflect the items that are equipped, how will you deal with graphics of equipment for diminutive halflings, short, squat dwarves, normal humans, tall, skinny elves, and hulking half-ogres? If people can add races on the fly, how does that affect existing graphics? (Or are all character classes limited to a basic humanoid template, or a handful of templates?)
* Graphics: hand-drawn 2D? 3D rendered? Anime? Realistic?
* Gameplay: gamepad or keyboard? Console games, of course, have interfaces easily navigable by gamepad, but that can get onerous if you have a lot of commands, as you tend to see in Roguelikes. But the point might be to bring the depth of a Roguelike to a gamepad-navigable interface...
* Rules system. Might I suggest a skills-based rules system? If everything a player can do is measured on a common scale (say, 1-100), that would be pretty extensible. You could add a new skill without having to worry much about the interface for advancing it, and you could have a generic way of testing the results of what a player tries to do. It would also provide a generic way for things like magic items to add bonuses.
Anyway, those are the sorts of things I'm interested in hearing about for your game.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Nov 23, 2004 8:57 pm Post subject: |
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I might be interested in helping out. I've had thoughts along the lines of this project in the past, too, but didn't think I'd be able to do it alone, so a communal project sounds like it could work. When you get this project started and Freya ported to Mac, let me know.
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Will do. I take you have MacOSX? Which version (is it past 1.2?)? Have you done any C/C++ programming for the Mac yet?
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I do have a couple of questions. Apologies if you've addressed these before - I've been popping in on this thread sporadically.
* If anyone can add anything, how do you plan to maintain things like game balance, look and feel, tone, etc.? What do you do if someone starts adding crap-looking graphics, or starts pushing in items that unbalance the game? How do you reconcile the two people who want to add "Happy Happy Lollipop Forest" and "Death Goth Cathedral of Sorrow"? And what sort of tone are you wanting to go for?
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Well, this is actually an interesting point. What type of tone? Since the world is meant to be large, and to be able to give access to many different dimensions, tone should be appropriate to area. You want to add Happy Happy Lollipop forest, go right ahead, just don't stick it in the middle of Death Gulch. And vice Versa. So tonal wise, anything goes as long as it makes sense where it is located (ie: which continent, etc).
The crap graphics is an easy fix. If someone donates crap gfx, we can have better artists clean it up. Even if I have to be the one who does it. The game balance is also an easy fix. This works much like wikipedia- if something is wrong (ie: too hard/ to easy) you fix it. But since this is an RPG, you can always just level up if it's too hard. Being too easy is a different story...but I have trust in people.
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* As you envision it, what is the nature of the world from a generative sense? Is it 100% randomly generated from pieces we provide (a'la Rogue), is it 100% scripted out (like most Console games), or are scripted areas splatted onto a randomly generated world (like Diablo), or randomized areas dropped into a mainly prescripted world, or what?
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Hmm. Well I see this as being mainly a scripted world except for the dungeans, which will be somewhat random. IE: objects and levels will be placed randomly, but the actual design of each level will be done in an a mapeditor. This can make for random dungeans but with very nice looking (and non-random looking) backdrops. Each dungean will have a level pool, an item pool and an enemy pool that it pulls from. It then (when you enter it) generates a random set of levels, encounters and items and places them randomly.
Villages, OTOH, and the land itself will all be scripted.
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* If you make character graphics reflect the items that are equipped, how will you deal with graphics of equipment for diminutive halflings, short, squat dwarves, normal humans, tall, skinny elves, and hulking half-ogres? If people can add races on the fly, how does that affect existing graphics? (Or are all character classes limited to a basic humanoid template, or a handful of templates?)
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Ahh, this is tricky. I've actually just started thinking about this yestarday. I think I'm going to use either 16x16 or 20x20 for the graphics, so the size isn't really a big issue. Since you can't make them too much smaller without losing something. But, I don't think this will restrict how different races look- FF1 had drawves and elves that felt like dwarves and elves without making them bigger/thinner/smaller/stockier. Either this, or I plan on letting a user define where the armor, hair, sheild, etc should be at on the sprite.
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* Graphics: hand-drawn 2D? 3D rendered? Anime? Realistic?
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2d, anime.
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* Gameplay: gamepad or keyboard? Console games, of course, have interfaces easily navigable by gamepad, but that can get onerous if you have a lot of commands, as you tend to see in Roguelikes. But the point might be to bring the depth of a Roguelike to a gamepad-navigable interface...
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Yup, I plan on bringing the depth of a rogue like to a gamepad navigational interface. Ultima 3 for the NES came close, and has given me ideas. I plan on having an action key that will bring up a menu when standing over certain objects. This menu is scriptable on a per-object basis (with a generic one setup overall).
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* Rules system. Might I suggest a skills-based rules system? If everything a player can do is measured on a common scale (say, 1-100), that would be pretty extensible. You could add a new skill without having to worry much about the interface for advancing it, and you could have a generic way of testing the results of what a player tries to do. It would also provide a generic way for things like magic items to add bonuses.
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Yup. I love skill systems. Rachel's Quest used this. Skill systems are way better than Level based game playe, IMHO. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Wed Nov 24, 2004 4:31 am Post subject: |
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Mandrake wrote: | I take you have MacOSX? Which version (is it past 1.2?)? Have you done any C/C++ programming for the Mac yet? |
I run 10.3.6 currently. I did some C programming back in the Amiga and OS9 days, and I've tinkered with Objective C under Cocoa, but in neither case have I gotten to the point where I could knock out code quickly (mainly because I haven't bothered to really familiarize myself with the toolbox/subsystems).
For the most part, I program in Director, Flash, PHP, and Javascript - those are the languages I use in my job.
Quote: | Well, this is actually an interesting point. What type of tone? Since the world is meant to be large, and to be able to give access to many different dimensions, tone should be appropriate to area. You want to add Happy Happy Lollipop forest, go right ahead, just don't stick it in the middle of Death Gulch. And vice Versa. So tonal wise, anything goes as long as it makes sense where it is located (ie: which continent, etc). |
Ah. Well, I'm willing to try it out, but I'm skeptical that this approach will produce a memorable game world. Seems like a better approach would be to have some game world guidelines and ask contributors to keep things in line with those guidelines. That way, people are collaborating on a single game world, rather than making little pockets of their own game worlds in a larger system.
But maybe that's the idea. *shrug*
Quote: | Hmm. Well I see this as being mainly a scripted world except for the dungeans, which will be somewhat random. IE: objects and levels will be placed randomly, but the actual design of each level will be done in an a mapeditor. This can make for random dungeans but with very nice looking (and non-random looking) backdrops. Each dungean will have a level pool, an item pool and an enemy pool that it pulls from. It then (when you enter it) generates a random set of levels, encounters and items and places them randomly.
Villages, OTOH, and the land itself will all be scripted. |
That sounds good. You get the compelling scripted areas, but also the replayability and mystery of random dungeons. By putting random areas inside larger, scripted areas, you let the world design remain primary. Looks like a good call to me.
Quote: | Ahh, this is tricky. I've actually just started thinking about this yestarday. I think I'm going to use either 16x16 or 20x20 for the graphics, so the size isn't really a big issue. Since you can't make them too much smaller without losing something. |
I was tinkering with something like this a while back. Basically, the idea was to have a set of template layers, one for each type of equipment the character could have. Rather than being set colors, they instead had two alpha channels - one for opacity (as usual) and one for opacity of a color tint, so that the template layers could be tinted for different effects.
Once you have a series of layers, objects don't have to define their own graphics (although they could), but they could instead define themselves based on one or more template layers and their color tints. That way, you could have a gold shield, a silver shield, and a bronze shield all using the same graphic, and only having to store a template number and a color.
If you'd like to see my tinkerings, check out this page:
http://homepage.mac.com/nephilim/shockwaves/composite.html
(You'll need Shockwave for Director installed - you can get that from the Macromedia site. This is just a quick and dirty test program for trying out composites, so the interface may feel a little clunky.)
Ah, old school. I can deal with that.
Quote: | Yup, I plan on bringing the depth of a rogue like to a gamepad navigational interface. Ultima 3 for the NES came close, and has given me ideas. I plan on having an action key that will bring up a menu when standing over certain objects. This menu is scriptable on a per-object basis (with a generic one setup overall). |
Sounds about right. The way I handled this in Sacraments was to have four types of script triggers: walking into a tile, bumping into a nonwalkable tile, nudging a tile with the action key, and using an object on a tile. Seemed to cover nearly everything environment-specific. Of course, you need a menu key for calling up inventory and other such things.
Quote: | Yup. I love skill systems. Rachel's Quest used this. Skill systems are way better than Level based game playe, IMHO. |
I agree. They tend to give more advancement choice to the player, and reflect what the player actually does.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Wed Nov 24, 2004 2:33 pm Post subject: |
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I run 10.3.6 currently. I did some C programming back in the Amiga and OS9 days, and I've tinkered with Objective C under Cocoa, but in neither case have I gotten to the point where I could knock out code quickly (mainly because I haven't bothered to really familiarize myself with the toolbox/subsystems).
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Ok, just wondering. I know that Allegro (which is what I use) needs 1.2 or higher, so this is kosher.
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For the most part, I program in Director, Flash, PHP, and Javascript - those are the languages I use in my job.
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Wow. Reads like what I do- but also add in ASP, SQL and CSS.
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Ah. Well, I'm willing to try it out, but I'm skeptical that this approach will produce a memorable game world. Seems like a better approach would be to have some game world guidelines and ask contributors to keep things in line with those guidelines. That way, people are collaborating on a single game world, rather than making little pockets of their own game worlds in a larger system.
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It depends. I found that a good fantasy world is much larger than a common theme. And it should be that way. For example, Frogotten Realms (the world that NeverWinter Nights takes place in) is gigantic, with tons of different themes and places. There is an oriental place, a dark gothic place, a light airy place. If done right, these themes don't hurt the game bu enhance them. It makes it into a larger, more coherent world.
One thing I should do, though, is create a limit of World Basis. IE: Technological limitations, taboo themes, stuff like that. Stuff, that if submitted to the project will probably be taken out.
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But maybe that's the idea. *shrug*
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Well, maybe you are right in some ways. It's still in the early stages.
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I was tinkering with something like this a while back. Basically, the idea was to have a set of template layers, one for each type of equipment the character could have. Rather than being set colors, they instead had two alpha channels - one for opacity (as usual) and one for opacity of a color tint, so that the template layers could be tinted for different effects.
Once you have a series of layers, objects don't have to define their own graphics (although they could), but they could instead define themselves based on one or more template layers and their color tints. That way, you could have a gold shield, a silver shield, and a bronze shield all using the same graphic, and only having to store a template number and a color.
If you'd like to see my tinkerings, check out this page:
http://homepage.mac.com/nephilim/shockwaves/composite.html
(You'll need Shockwave for Director installed - you can get that from the Macromedia site. This is just a quick and dirty test program for trying out composites, so the interface may feel a little clunky.)
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Neat. and close to what I had in mind.
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Sounds about right. The way I handled this in Sacraments was to have four types of script triggers: walking into a tile, bumping into a nonwalkable tile, nudging a tile with the action key, and using an object on a tile. Seemed to cover nearly everything environment-specific. Of course, you need a menu key for calling up inventory and other such things.
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Right. But I also plan on having an action menu. Somethings will not reuire it (ie: only one action, like search). But a water fountain you would want to bring up a menu asking you to drink, dip your weapon in it, bathe, etc. Each with different effects. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Wed Nov 24, 2004 8:24 pm Post subject: |
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Mandrake wrote: | Quote: | For the most part, I program in Director, Flash, PHP, and Javascript - those are the languages I use in my job. |
Wow. Reads like what I do- but also add in ASP, SQL and CSS. |
Yeah, sounds like we do pretty similar things. I also do mySQL, CSS, XHTML, etc. Soon, I'll be doing JSP/Oracle when our university moves to a CMS that is JSP-based.
Quote: | It depends. I found that a good fantasy world is much larger than a common theme. And it should be that way. For example, Frogotten Realms (the world that NeverWinter Nights takes place in) is gigantic, with tons of different themes and places. There is an oriental place, a dark gothic place, a light airy place. If done right, these themes don't hurt the game bu enhance them. It makes it into a larger, more coherent world. |
Right. But if you were playing Neverwinter Nights and suddenly walked into a place that looked and behaved like Super Mario World, it would be rather jarring. It would clash with the rest of the overall tone of the Forgotten Realms. That's the sort of thing I'm getting at.
Quote: | One thing I should do, though, is create a limit of World Basis. IE: Technological limitations, taboo themes, stuff like that. Stuff, that if submitted to the project will probably be taken out. |
It sounds like we're on the same page. I was thinking more along the latter than the former, really. I agree that an expansive game world needs to have lots of environments and themes, but they need to have a common coherent thread between them, which you can do by setting guidelines - constraining anachronisms, defining how prevalent magic is, deciding how closely the game world mirrors the real world, age appropriateness, etc.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Wed Nov 24, 2004 8:46 pm Post subject: |
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Yeah, sounds like we do pretty similar things. I also do mySQL, CSS, XHTML, etc. Soon, I'll be doing JSP/Oracle when our university moves to a CMS that is JSP-based.
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Heh, I'm working for a university too. I'm not a student at mine- since it's a medical college, but I run the web just the same, heh.
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Right. But if you were playing Neverwinter Nights and suddenly walked into a place that looked and behaved like Super Mario World, it would be rather jarring. It would clash with the rest of the overall tone of the Forgotten Realms. That's the sort of thing I'm getting at.
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Oh, ok. That does make sense.
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It sounds like we're on the same page. I was thinking more along the latter than the former, really. I agree that an expansive game world needs to have lots of environments and themes, but they need to have a common coherent thread between them, which you can do by setting guidelines - constraining anachronisms, defining how prevalent magic is, deciding how closely the game world mirrors the real world, age appropriateness, etc.
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That's it exactly! Hmm. I should start writing up a theme document, or something. I hope I can get Freya running on OSX soon, just so you can join in on the fun.
What I might do is build a limited OSX version of Freya just to get some basics working (ie: graphics/sound/map stuff only, stuff I know I can just recompile), then move in some other stuff gradually as I try and figure out alternative ways of doing them (XML support, then MOD/IT/XM and Ogg Vorbis support.). The toughest will be getting the Fonts to synch, since OSX doesn't like the Freetype lib for some reason. If worse comes to worse I can leave it out to be implemented later. Since, fonts aren't exactly end all importance. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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