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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Fri Jun 20, 2003 8:09 pm    Post subject: [quote]

Quote:

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. :)

It's because ppl making the engines enjoy playing console style RPG's. Nothing wrong with that. Find a programmer who enjoys Fallout as much as you, and has the know how, and see if you can convince him to make a game maker for it.
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Xmark

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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Sat Jun 21, 2003 4:40 am    Post subject: [quote]

If you think there's a lot of them here, you should see how many people are supposedly developing RPG Makers over at Gaming World. I think there's like 20 threads over there.

Also, there are already multiple rpg engines with support for mode7 style graphics, since that was one of the ideas you mentioned. I've seen it done in Sphere and Gigas Engine, and I'm pretty sure Ika can do it too.

There's not really a lot of room for innovation in the field. I'm personally tired of seeing everyone and their grandmother babbling about how they're creating a next-gen rpg maker, and then giving up 2 weeks later because they couldn't figure out how to load a bitmap.

Also, mandrake. Your spelling and grammar are unusually atrocious in this thread. Are you drunk or something? I've never seen you use 'ppl' before.
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mandrake*rpgdx
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PostPosted: Sat Jun 21, 2003 4:22 pm    Post subject: [quote]

Quote:

Also, mandrake. Your spelling and grammar are unusually atrocious in this thread. Are you drunk or something? I've never seen you use 'ppl' before.


yeah, ppl is nto one of my sayin's...but my grammer and spelling are usually atrocious...although i may be a writer (of sorts....but it's what's paying the bills right now, so yeah), my spelling and grammer (when unedited- which my posts usually are since I don't have the time to go through and fix'em), my spooling and gramer are 'orrible.

Yeah, the "nextgen rpgmaker" fad is a bit much, and I think it's caused by script kiddies who want to make a killer rpgmaker because they use RPGmaker's....and don't know the first thing about coding.

I think a scaling back, and a simplification would be best, from a programmers stand point, in keeping the scene of RPGMaking unique and fresh. I mean sure, all of the *users* of rpgmakers want the next big thing with all the ability to create their own game they want to, but without the hassle of "programming", but it's not going to happen. It's far too complicated for the people who try to tackle this sort of thing, and too easy to get distracted and work on something less exeburant.

Maybe the "l33t rpgmaker crowd" should all start focusing on creatig gaming libraries for coders first, like tools, and utilities and source code libs....

btw, that msg above for zog, dd, xmark, loc and tenshi (none of whom met my online :( ), the idear i was talking about has nothing really to do with RPGMakers....I'll email you guys.
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PoV
Milk Maid


Joined: 09 Jun 2002
Posts: 42
Location: DrAGON MaX (Canada)

PostPosted: Sat Jun 21, 2003 11:45 pm    Post subject: [quote]

Mandrake wrote:
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.

Aww shoot, I missed the party. Either that or I'm on the wrong network.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Sun Jun 22, 2003 2:41 am    Post subject: [quote]

actually, everyone missed the party but me :(

s'ok, i contacted them the slow way, via PM's. Either way, Dmax- it's something I'm brewing, and hoping to get their help in some areas on it. I woulda asked you- but I wouldn't know if you would be interested, or even legally allowed to do :)
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http://pauljessup.com
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PoV
Milk Maid


Joined: 09 Jun 2002
Posts: 42
Location: DrAGON MaX (Canada)

PostPosted: Sun Jun 22, 2003 4:58 am    Post subject: [quote]

Aww, and I was looking forward to partying. :). Yeah, I guess I have a tendancy to want to do my own thing, and I can imagine where your going with that legal note. Okie, back to my world. Wheeeee... :)
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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Sun Jun 22, 2003 5:57 am    Post subject: RPG-makers [quote]

Mandrake wrote:
I take you ready articley? please do, it's a good one.

Hey, you're not allowed to say that about your own article!

Also, I hope it's not too late for this, but it looks like your article is intended to have a link back here in that last paragraph, though there's no link there.

Papillon wrote:
Make me an engine for Fallout-style...

You know there's a Fallout level-editor out there, right?

I think becoming more complex, more difficult to use, is a necessary consequence of any RPG-maker which develops a strong community and is maintained over a long time; too much feature-creep. Whether this is a good thing or a bad thing is harder to tell; what I do know is that, the more fully-featured and complex it becomes, the less use I would have for it.

That said, I don't know how much use I would have for a game that only allows the user to make one game over and over again, with no or very little gameplay variation. I do like a little innovative gameplay, even if the innovation is only very simple and small.

It depends on the RPG-maker-maker's motivation: if the goal is to let non-programmers make RPGs, there is definitely good on both sides; but the smaller, specific makers are more lacking and therefore more in need. However, if the goal is to simply encourage more and better RPGs, I'd say the way to go is definitely small, single-feature libs which RPG-programmers can use (including the RPG-programmers making RPG-makers).
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papillon
Fluffy Bunny of Doom


Joined: 09 Mar 2003
Posts: 16

PostPosted: Sun Jun 22, 2003 10:05 am    Post subject: Re: RPG-makers [quote]

Jihgfed Pumpkinhead wrote:
You know there's a Fallout level-editor out there, right?


... considering I was the one who posted about it to this board and that I mentioned *in that same post you quoted* that I was planning on playing with the editor when I'm done with my current project, then, why, yes, I would say that I know there's a fallout editor out. :)

I just don't know yet how much you can do with it as far as making a completely different game instead of just a Fallout mod. I don't want to try and wrap my brain around a completely different code structure while I've still got an active project to finish...
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JonasKyratzes
Slightly Deformed Faerie Princess


Joined: 04 Jun 2002
Posts: 32
Location: the brink of insanity

PostPosted: Fri Jun 27, 2003 11:40 am    Post subject: [quote]

I think the article's great, and I completely agree with what mandrake says. More generic RPGMakers will do the world no good, and they won't be finished, anyway. Specific ones is what we need.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Fri Jun 27, 2003 2:19 pm    Post subject: [quote]

JONAS! Where ya been, man? How's the game going?
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Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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JonasKyratzes
Slightly Deformed Faerie Princess


Joined: 04 Jun 2002
Posts: 32
Location: the brink of insanity

PostPosted: Fri Jun 27, 2003 3:19 pm    Post subject: [quote]

Hey XMark, I thought you were gone! The game's in a weird state between being finished and not. It's finished, but the entire first part of the game is just not up to my standarts, while the other two parts are much better... it's kind of messy... it needs some redesign and the graphics need to be rerendered, to give a feeling of consistency. I think that's the main problem: it feels inconsistent, as if there were parts missing. Just about everything I need is now finished, but it needs to be polished and changed around a bit ... right now I'm trying to finish The Infinite Ocean first, just to get my mind completely off The Song of Falling Night so that I will be able to look at it from a different perspective, if you know what I mean.
I had this really crazy idea one night of turning TSoFN on its head and instead of doing it in first person, I thought of making it look and work like a console-style RPG (in terms of graphics, that is: 2D and 3rd person) to give the player a stronger sense of location, of actually being there. No, I'm not going to throw away all that I've done and restart, unless someone with the time and the ability to work on this shows up... it wouldn't be hard, and I've often thought that many of the people in these forums could pull it off in no time, but everyone here has their own projects to work on, so I'll probably just finish it the way it is right now.
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whitedoor
Guest





PostPosted: Wed Jul 02, 2003 11:27 am    Post subject: [quote]

I think there are two reasons there are more console style rpg makers out there:

1. Graphics, graphics in PC rpgs seems to fall in to two groups.. Too ugly or Too Good. After a certain point in time I can't remember when.. but I think it was sometime after the game ultima 7 (or maybe at the same time as) PC rpgs seemed to me to start aiming for realism in graphics for unknown reasons, this is alright but makes them either too hard to follow in the foot steps of or sadly outdated. With a few exceptions games before this didn't have that wonder graphics or weren't notable.

2. Programming. Wierdly enough PC rpgs need at some level most of the engine features that console RPG needs... plus a pile more. Considering most console RPGs are still using fairly simple battle engines if you compare that to the complexity of a PC rpg battle engine (real time or not). And not to mention the extra effort of providing the player with pathfinding so they can just point and click where they want to go.

I agree that fallout was a wonderful game, but it would be a lot of work to do the content for a game like that.. certainly the programming is doable even with the extra effort involved.. and maybe that is why no one is doing rpg makers in that style. or any other PC rpg style for that matter.

what I think would be a good PC style to do a RPG maker on would be something allong the lines of Ultima 7. I could be used for something more.. but it might be just simple enough that anyone could do something with it.
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