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Re: Building an RPG Engine, Feedback
Posted: Sun Jun 07, 2009 5:55 am
by Noctrine
This isn't an MMO engine. So creating housing is as easy as dropping the model and setting the portals. Instancing isn't really necessary because there won't be more than the player in them lol.
Has MMORPG become synonymous with RPG?
Re: Building an RPG Engine, Feedback
Posted: Sun Jun 07, 2009 7:20 am
by kyraneth
I know it's not an mmo, but since halls suggested multi support, about 8 players, i would love it if their was housing capability. Plus, you could decorate interior, or atleast buy house upgrades, like in oblivion. The engine would be responsible of managing all this stuff, ex: you can't enter if you don't buy, furniture, etc...
Hope i was clear this time.
Re: Building an RPG Engine, Feedback
Posted: Sun Jun 07, 2009 11:17 pm
by Noctrine
Even if we do make a decision to include multiplayer. I still don't see the need for instantiation. Instantiation is put in place to create a scaling enviroment so that multiple players can experience the game world.
If you are only building a world for a few people (assuming multiplayer support), it would be far easier for you to just create the maps for the houses.
Re: Building an RPG Engine, Feedback
Posted: Mon Jun 08, 2009 12:28 am
by Viper
what sort of graphics are you shooting for?
Re: Building an RPG Engine, Feedback
Posted: Mon Jun 08, 2009 12:12 pm
by Noctrine
Its very hard to say right now. I would like to say that we want the graphics to be atleast as good as OpenArena. However I am not the one handling the Rendering engine, so I can't really say exactly how its going to turn out.
Re: Building an RPG Engine, Feedback
Posted: Mon Jun 08, 2009 12:26 pm
by kyraneth
If you are only building a world for a few people (assuming multiplayer support), it would be far easier for you to just create the maps for the houses.
ok then, done with the house instancing
Can we have the names of the devs on the project? and what part are you taking care of?
Re: Building an RPG Engine, Feedback
Posted: Mon Jun 08, 2009 1:08 pm
by Noctrine
So far there is Raven there, myself, and another guy called Xezerox.
Xezerox is the one who is guiding the direction we are going with the Rendering engine. Insofar Raven's primary task will be coming up with a good method to deconstruct multiple modeling program formats for use in the engine.
My job, outside of creating the initial technical design document, and working with those guys to figure out how we are going to go about the rest of it is.
Creating the Engine's UI, as well as the UI constructor that defines how licensee's ingame GUIs look.
Building the Trigger/Event Semi-Visual (Possibly Visual) scripting system.
Doing whatever is necessary for the Game Audio.
And working on File Handling, and potentially but hopefully not Encryption.
----
When we have put in enough so that the engine will function relatively moderately, assuming that my other tasks are handled on time as well. It will also be my job to create a good portion of the initial generic content (Sample Models, Textures, and what not).
Then in the end I get to write documentation for the areas that I have done.
Re: Building an RPG Engine, Feedback
Posted: Mon Jun 08, 2009 1:25 pm
by kyraneth
Nice, it's very reassuring to see that a plan is laid out, hopefully the engine will be done soon. I am also very pleased to know that the engine will have a UI for the user. best of luck with the project!
Re: Building an RPG Engine, Feedback
Posted: Mon Jun 08, 2009 2:05 pm
by Noctrine
Plans are a must. And thank you very much.
Re: Building an RPG Engine, Feedback
Posted: Tue Jun 09, 2009 12:02 am
by towcar
Something I like in RPGs?
Well something I hate is when I only have one option. A game were you have to this, then this, then this can be good, but having a feeling of flexibility even if it ends the same, just making it seems like you make your own choices.