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Terry
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PostPosted: Wed Aug 17, 2005 4:56 pm    Post subject: RPGDX [quote]

There seems to be some interest in making a shared world RPG, so I'm starting this thread to discuss it.

Content can be added here, on the RPGDX Wiki.

Oh, and to start the topic off, I suggest we call the completed project consisting of everyone's projects "RPGDX". Just to finally give the site's name some relevance.
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Mandrake
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PostPosted: Wed Aug 17, 2005 6:32 pm    Post subject: [quote]

???
The site name HAS relevalance. RPG Development X. X is a variable for whatever programming language/tool you use.
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Terry
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PostPosted: Wed Aug 17, 2005 6:49 pm    Post subject: [quote]

Quote:
???
The site name HAS relevalance. RPG Development X. X is a variable for whatever programming language/tool you use.


Well forgive me, I wasn't aware that it was the "offical" meaning :)

(after all,

About Page wrote:
RPGDX stands for RPG (Role Playing Game) Development X (just to make it sound more funky).


doesn't sound too convincing...)
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Mandrake
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PostPosted: Wed Aug 17, 2005 7:23 pm    Post subject: [quote]

That wasn't the original about page- but Bjorn had his reasons for changing it, I'm sure.
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Terry
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PostPosted: Wed Aug 17, 2005 7:55 pm    Post subject: [quote]

Well anyway, that's hardly the real point of the thread. Any ideas on how to approach it?
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Mandrake
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PostPosted: Thu Aug 18, 2005 1:25 am    Post subject: [quote]

Problem:
If I enter (and I'm not sure if I will, since this will celebrate a month or so of coding for me and I might want to rest) I'm going to do it for the GBA. Can't do cross-loading/saving between my game and other games then.
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Nephilim
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PostPosted: Thu Aug 18, 2005 4:52 am    Post subject: [quote]

I posted some thoughts on the wiki. The proposal I made would require someone to set up a web app to help centralize the game system.
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Mandrake
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PostPosted: Thu Aug 18, 2005 12:03 pm    Post subject: [quote]

A web app? Come on guys, let's scale back here. The whole point of a compo is simplicity and restrictions.

Besides, if each game tells a diffferent story in the same shared world, why would anyone want to use a saved game from a different game? None of the charachters would be the same. And why would we want to use a shared tile map? A shared map, yes. But a shared tile map?

I don't think the wiki is the right place for discussion. We should probably discuss it on the forums first.
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Bjorn
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PostPosted: Thu Aug 18, 2005 5:03 pm    Post subject: [quote]

Mandrake wrote:
That wasn't the original about page- but Bjørn had his reasons for changing it, I'm sure.

Hmm I thought you wrote that.
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Mandrake
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PostPosted: Thu Aug 18, 2005 5:06 pm    Post subject: [quote]

Ergh. Weird. I don't remember writing it. Might've been drunk.
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Nephilim
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PostPosted: Fri Aug 19, 2005 12:13 am    Post subject: [quote]

Mandrake wrote:
A web app? Come on guys, let's scale back here. The whole point of a compo is simplicity and restrictions.


Well, it was just an idea. Jeez.

The web app I was thinking of would simply be a list of things that affect the game world, listed in a way that other games that use the same system could take advantage of. Basically a big XML list of traits a character could have. Very, very simple.

That, and a character generator (basically, a web app that lets you select out of that list of traits and tallies up the cost). And this was for simplicity - it would prevent compo authors from having to deal with character generation and all that. I mean, if you use a common save game format, then it's just duplicative effort to have each entrant write a character generator, right?

Mandrake wrote:
Besides, if each game tells a diffferent story in the same shared world, why would anyone want to use a saved game from a different game?


There's a difference between a saved game and a saved character. Obviously, using a saved game from another game is pointless. But if you want to use your character from game A in game B - in the same way that you continue to use characters in subsequent adventures in a traditional pen and paper RPG - then having a common way of describing the character has some value.

The only reason I'm proposing this is because of the discussions we had a while back about ways to have an RPG system that uses a common save game format for character portability. This seems to be the simplest way to do that - same world, vastly simplified way of describing characters, boolean traits, etc. If we're ever going to do this in a compo, I think it's going to have to look something like this if the character portability is to be nontrivial.
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RuneLancer
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PostPosted: Fri Aug 19, 2005 2:24 am    Post subject: [quote]

I may not have understood this correctly, but what is this going to be? A series of games with sharable saved games? Wouldn't that cause a horrible amount of problems and be ridiculously hard to maintain?

Either way, it sounds interesting, if the actual implementation can be gotten out of the way. That probably wouldn't be a problem if each game uses the same game engine, but then the only possible changes between games are the actual media (and to some extent, graphics engine), and scenario content.

In any event, I'm going to keep an eye on this out of curiousity. Good luck, sounds neat. :P (It'll probably be enough to sate my thirst for game developement until I'm done moving and can resume work on ES..)
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Mandrake
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PostPosted: Fri Aug 19, 2005 12:58 pm    Post subject: [quote]

Quote:

The web app I was thinking of would simply be a list of things that affect the game world, listed in a way that other games that use the same system could take advantage of. Basically a big XML list of traits a character could have. Very, very simple.


I do like the idea- but it causes a lot of problems coding wise that might be too restrictive in a compo. For example- as I've said over and over again- if I enter I'm going to code it for the GBA cause that's what I've been doing lately. I wouldn't be able to use the shared game file since the way GBA does saved games just wouldn't work with an XML file (or any file on anyone's hard drive).

Quote:

I may not have understood this correctly, but what is this going to be? A series of games with sharable saved games? Wouldn't that cause a horrible amount of problems and be ridiculously hard to maintain?


The original idea was to create a shared world (ie multiple games, same world) for a competetion in October which would coincide with the improvements in RPGDX. The competetion is basically one weekend to build a mini RPG. Usually using bizarre restrictions. This one was to be a shared world.
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RuneLancer
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PostPosted: Fri Aug 19, 2005 10:31 pm    Post subject: [quote]

Mandrake wrote:
The original idea was to create a shared world (ie multiple games, same world) for a competetion in October which would coincide with the improvements in RPGDX. The competetion is basically one weekend to build a mini RPG. Usually using bizarre restrictions. This one was to be a shared world.

Oh, I see. That's more or less what I got from the thread, though I'm still a little confused as to how this would work out (from a practical aspect; code-wise, mainly.) Will it be a communal game engine where everyone decides on certain fixed aspects and gets to provide their own scenario data, or fully independant game engines using the same game world? From what I've read so far on the wiki, it seems like the former.

Had I some extra time on my hands, I'd love to contribute. :P Maybe after I'm done moving, once I'll have gotten settled into my new place..
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Mandrake
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PostPosted: Sat Aug 20, 2005 3:19 am    Post subject: [quote]

this one->
[qoute]
fully independant game engines using the same game world?
[/qoute]

With the engines being built in a weekend, hence the compo aspect of it.
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