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Syndroma
Lowly Slime


Joined: 16 Jul 2008
Posts: 3

PostPosted: Mon Jul 21, 2008 6:12 pm    Post subject: 3D world to explore [quote]

Last couple of years I was experimenting with various procedure content generation techniques. I created basic client/server framework and used it as a testbed for my little projects. As a result, I got huge 3D world without boundaries, filled with various landscapes, vegetation, random items and monsters here and there.

See screenshots:








I'm not sure what to do next. Any ideas? Your input would be appreciated.
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Tue Jul 22, 2008 8:06 am    Post subject: [quote]

Wow, these screens sure look amazing :) I must say I'd like a game placed in this environment.

Also you seem to have quite high quality and well-animated avatars there. At least on the screen the poses look very natural to me.

I feel uncertain though, on what to advice. There are gazillions of (M)MOGs out there already, and so many people are working on new ones. Your world looks good, that will definitely give it an edge over many other projects, but it will be hard to find a not-yet-taken niche, if you want to make a (M)MOG with this.

Did you use a premade display engine for that, or did you make all this by yourself?
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Syndroma
Lowly Slime


Joined: 16 Jul 2008
Posts: 3

PostPosted: Tue Jul 22, 2008 9:09 am    Post subject: [quote]

Thank you, Hajo!

Hajo wrote:
Also you seem to have quite high quality and well-animated avatars there.

The avatars are standard ones, included in Microsoft DirectX SDK. But I've spent a lot of time experimenting with my own bone animation and inverse kinematics to let them hold various items in their hands (not seen on screenshots).

Hajo wrote:
Did you use a premade display engine for that, or did you make all this by yourself?

All source code was written by myself. That was the point - I just have fun implementing interesting features and cool visual effects. Now that so many features are implemented I'm thinking about turning all of this into some kind of project.

Hajo wrote:
I must say I'd like a game placed in this environment.

I tried to add some character attributes and combat engine, they performed fine, but it didn't look interesting even for myself. Although, I'd like a game placed in this environment too. :)

If anyone has any ideas, feel free to contact me. I'm ready to cooperate.
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Hajo
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Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Tue Jul 22, 2008 10:28 am    Post subject: [quote]

I didn't know that the SDK comes with such high quality avatar models. I have been avoiding DirectX so far, and favored the more platform independent OpenGL API.

My own "Sonnheim" project is advertised as "Online chat and RPG". It's more or less been a try to have world to meet friends online, chat with them, and also some options for easy adventuring if chatting gets too boring.

The situation might be different if I would have it online somewhere, but as it is, it didn't spawn much responses. And looking around, there are way too many projects, indy and professional, free and commercial that more or less have this in mind, so I blame the lack of new ideas in my project for the rather mediocre responses to it.

So at least in the current situation, making a new chatroom or multiplayer RPG seems quite futile. Although you might have better chances, since your world looks way prettier, and this will attract attention.

I'm myself looking for better ideas, but I'm not really the game designer type - I'm good at picking up ideas and combining them, also good at programming, but not so good at coming up with genuinely new ideas for games.

I'd like a discussion though, what others think, what kind of crossovers of RPGs with other genres could be interesting. Maybe this could help both of us with our projects.
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Jinroh
Scholar


Joined: 30 May 2008
Posts: 173
Location: U.S.A.

PostPosted: Tue Jul 22, 2008 1:14 pm    Post subject: [quote]

Wow, that's really nice. I'm working on a DirectX engine, but I don't think I'll get anything near that nice. Especially with generation. That's awesome.
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Mao Mao Games
The wolf and his mate howl, taking solace in the silver moon. Pressing ever foreward to see what the future holds.
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Syndroma
Lowly Slime


Joined: 16 Jul 2008
Posts: 3

PostPosted: Tue Jul 22, 2008 4:38 pm    Post subject: [quote]

Hajo wrote:
I have been avoiding DirectX so far, and favored the more platform independent OpenGL API.

My daytime job involves coding of boring .NET business applications. I just use what I'm good at.

Hajo wrote:
I'd like a discussion though, what others think, what kind of crossovers of RPGs with other genres could be interesting.

I'm looking towards puzzles right now. Millions spend a huge amount of time playing solitaire or tetris or other mind-relaxing game. Maybe there's some untapped potential in them. I'm planning to experiment at constructing 3D puzzles. But I'm skeptical about finding the one to wrap my world around.

I think there're too many places to chat with people. I think we should go back to the roots when games were fun per se. I want to make an online game with single-player qualities. But I don't know how. :)

Nighttime shots:



Jinroh, if you wish, you may download my client application and see all the stuff in motion. Maybe it'll help you somehow. (If you work with DirectX, you shouldn't have trouble starting it.)

Download client, 4 KB
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Jinroh
Scholar


Joined: 30 May 2008
Posts: 173
Location: U.S.A.

PostPosted: Tue Jul 22, 2008 5:49 pm    Post subject: [quote]

Hey thanks for the client download. I'll try it out after work.

Wow, we both code boring things all day. lol.

I maintain boring firmware for a boring pill dispensing medical device. :(

We also both work with DirectX how about that. Coincidence? Perhaps we've been separated at birth. ;)

Anyway, I'll let you know how awesome it is later.

Thanks.
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Mao Mao Games
The wolf and his mate howl, taking solace in the silver moon. Pressing ever foreward to see what the future holds.
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Wed Jul 23, 2008 7:59 am    Post subject: [quote]

Syndroma wrote:

I'm looking towards puzzles right now. Millions spend a huge amount of time playing solitaire or tetris or other mind-relaxing game. Maybe there's some untapped potential in them. I'm planning to experiment at constructing 3D puzzles. [...]

I think there're too many places to chat with people. I think we should go back to the roots when games were fun per se. I want to make an online game with single-player qualities. But I don't know how. :)


Chatrooms, graphical or text only are plenty. The world very likely does not thirst for another one.

Puzzle games are successful, but puzzles in multiplayer games, I frankly have no idea how to pull that off.

Yet one of my Sonnheim modules will revolve about a sort of puzzle-like subgame, to disasemble, research and salvage alien artifacts. This is stuck in a very early stage of design though:

http://forums.rpgdx.net/viewtopic.php?p=24491#24491
(The message before the last message in that thread)

I agree that the game, even if online and multiplayer, must have high quality single player content. While a single-player adventure alone is difficult enough to make, it faces new problems in a multiplayer world, where a lot of people play through the adventure but are at different stages, and each needs to solve the quests, kill the bosses, find the items ... my best idea at this is currently to have a "common" area, that all players share, where they can meet to group up for adventures, and then instanced maps that each adventure group plays alone. This way the instanced maps can have single-player like adventures, much like the traditional single-player/party based games, and still there is the feeling of an MMO in the common maps.
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