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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Locrian Wandering Minstrel
Joined: 04 Apr 2003 Posts: 105 Location: VA USA
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Posted: Fri Jun 20, 2003 6:10 am Post subject: |
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A specialized RPG engine geared towards one type of RPG would be cool, as long as it was a real time action RPG engine. ;)
The majority of indie RPGs out there seem to be turnbased/battle screen/random encounter/world map or all of the above. Bleh. If you're going for uniqueness, get rid of all of these. They are ancient, abstract, atmosphere breaking, etc... Though I'm sure everyone disagrees with me. Ah well. Just my $0.02/bias.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Fri Jun 20, 2003 6:17 am Post subject: |
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I somewhat agree-an action RPG would be more unique. But it's not the only way. A Chrono Triggerstyle engine would be just as unique, or a Breath of Fire one, or a Lunar one, or even a shining force one. _________________ "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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twinsen Stephen Hawking
Joined: 21 May 2003 Posts: 242 Location: Melbourne, Australia
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Posted: Fri Jun 20, 2003 6:31 am Post subject: |
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What about my 3D RPG? Doesn't that count as action? _________________ Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Fri Jun 20, 2003 6:40 am Post subject: |
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we are talking about RPGMaker's- not just game engines. Big ass diffrence there. I take you ready articley? please do, it's a good one. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
Last edited by Mandrake on Fri Jun 20, 2003 7:00 am; edited 1 time in total
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twinsen Stephen Hawking
Joined: 21 May 2003 Posts: 242 Location: Melbourne, Australia
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Posted: Fri Jun 20, 2003 6:44 am Post subject: |
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Quote: | I take you7 needy articley? please do, it's a good one. |
Am i the only person confused? _________________ Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Fri Jun 20, 2003 7:01 am Post subject: |
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fixed the post, what i meant was, did you read the article?
anyway, if it is an enine, like a gamemaker, i tried looking for it on rpgdx. any clues as to it's name? _________________ "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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Locrian Wandering Minstrel
Joined: 04 Apr 2003 Posts: 105 Location: VA USA
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Posted: Fri Jun 20, 2003 7:09 am Post subject: |
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I dunno. Any system where there is a distinct (jarring) battle mode irritates me. I don't understand how these seem to be the most popular. Characters and enemies standing still... menus... argh! Need more games where you walk up to something and bash the hell out of it. Else it might as well be a text game. I'm probably looking like the ub3r 1337 counterstrike d00d of the RPG world here but oh well. I think there needs to be more experimintation with tactical elements in action based systems.
Fighting is only half of the fun in RPGs though. Great RPGs have well sculpted worlds and unique-to-the-game systems. Would a simplified RPG engine like this end up creating cookie cutter games? Ultimately I think RPG creation engines may be doomed to being very flexible and not so user friendly (especially to non programmers like myself), or user friendly but only capable of producing the same game over and over again (with different graphics and story).
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Fri Jun 20, 2003 7:20 am Post subject: |
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Would a simplified RPG engine like this end up creating cookie cutter games? Ultimately I think RPG creation engines may be doomed to being very flexible and not so user friendly (especially to non programmers like myself), or user friendly but only capable of producing the same game over and over again (with different graphics and story).
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True, true. But not necassarily accurate. I think that there is a way around this- mayhaps. Graphics, sound, and story attriute (in an RPG) more to the look and feel of the design than the combat and the menu system. And that's all it real boils down to- comat and menu system as the things not quite interchangeable between game engines. the rest can be extensible with ease.
What dost the other RPGMaker designers think? _________________ "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: Fri Jun 20, 2003 8:02 am Post subject: |
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also- DarkDread, Locrian, Zoggles (if you read this- I'll try emailing you as well), Xmark (if possible), WhiteDoor, and Tenshi- meet me on #rpgdx Friday (tomorrow, or rather today- June 20th) at 11GMT....i's gots idears. _________________ "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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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Fri Jun 20, 2003 10:42 am Post subject: |
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A very intresting read I must say. And I fully agree with what you say, it seems like the biggest problem in the indie scene (and Im alsto a victim to it) is lack of focus. _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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papillon Fluffy Bunny of Doom
Joined: 09 Mar 2003 Posts: 16
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Posted: Fri Jun 20, 2003 10:47 am Post subject: |
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Bah people making engines only for console-style.
Make me an engine for Fallout-style, or Quest for Glory style! (Okay, each entry into that series had a vastly different combat system, but I played all five of them, I could put up with any of them. The system from IV would be my preference - strategy mode, please!)
Fallout might be a leetle hard for one person to replicate (I plan to poke around with the fallout editor once Charm School is finished) but surely the old sierra games aren't *that* hard...
Basically, I'm just sort of tired of console-style. :)
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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Fri Jun 20, 2003 10:49 am Post subject: |
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Well the hardest part would be finding something that don't look totaly horrible to use as placeholder graphics to test stuff.
That's why I mainly do 2D console style things, there's an abundance of tilesets and charsets floating around to playaround with. _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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Jocke The Beast Monkey-Butler
Joined: 29 May 2002 Posts: 54 Location: Dark Forrest of Sweden
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Posted: Fri Jun 20, 2003 6:21 pm Post subject: |
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I've tried OHRRPGCE, RPgToolkit,ZeldaClassic and RM2k... the one I most liked was OHRRPGCE since it was easy to use and had a steady growing community.
I really think it's best to make a rpg-maker that is specified on say DragonWarrior styled games or Zelda styled games. Personally I would love to see a roguelike-gamemaker similiar to the original 'Rogue v1.0' by Jon Lane. But that's just me ;) _________________ Jocke The Beast
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grenideer Wandering Minstrel
Joined: 28 May 2002 Posts: 149
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Posted: Fri Jun 20, 2003 6:33 pm Post subject: verge and thoughts |
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A specialized engine is a good idea. Trying to be too much of a catch-all a) gets really complicated and b) tends to unfocus/lose the community. Verge is a great example. The first one was a simple Phantasy Star maker - the second could make anything, even non-rpgs (side scrollers, puzzlers, etc.). That excited some people, but the community members who didn't want all the complications necessary for this leeway felt abandoned. Still, it's hard to argue the engine isn't more powerful.
Take my game, Diver Down, for instance. I love the verge 2 engine and couldn't have done most of what I have with something simpler, like v1. Also, because of the complexity I can still get a unique feel. When playing my game, there's really nothing that'll tip you off to the fact that it's made with verge. So it's a trade-off. I don't have any problems with it. _________________ Diver Down
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