Building an RPG Engine, Feedback

For discussions about game development that does not fit in any of the other topics.
User avatar
Noctrine
Posts: 928
Joined: Thu Apr 23, 2009 9:57 pm

Re: Building an RPG Engine, Feedback

Post by Noctrine »

How linear our end users wish to make there games is up to them. I will say that most RPGs go for that, because the role you are playing is one that is set up just to live through a specific story.

But yeah, that's the end users choice.
Jesse Dorsey
ProjectANI - Lead Developer Person
http://about.me/jessedorsey
User avatar
Noctrine
Posts: 928
Joined: Thu Apr 23, 2009 9:57 pm

Re: Building an RPG Engine, Feedback

Post by Noctrine »

New question for you guys.

What modeling format do you like the most?
Jesse Dorsey
ProjectANI - Lead Developer Person
http://about.me/jessedorsey
User avatar
hallsofvallhalla
Site Admin
Posts: 12023
Joined: Wed Apr 22, 2009 11:29 pm

Re: Building an RPG Engine, Feedback

Post by hallsofvallhalla »

.3ds
.x
.dbo
.b3d
.map
.obj
maya
.m3d

and a few others I am not thinking of
User avatar
Noctrine
Posts: 928
Joined: Thu Apr 23, 2009 9:57 pm

Re: Building an RPG Engine, Feedback

Post by Noctrine »

That in order of preference?
Jesse Dorsey
ProjectANI - Lead Developer Person
http://about.me/jessedorsey
User avatar
Raven67854
Posts: 893
Joined: Thu Apr 23, 2009 12:51 am

Re: Building an RPG Engine, Feedback

Post by Raven67854 »

I don't think we will support the .dbo format. That is a darkbasic proprietary format and we probably wont support .map files either. However .X and .b3d would be abit better and easier to support. And halls I assume by maya you mean .ma/.mb?
C/C++/C#/Blitzmax/Visual Basic Programmer
Blender/XSI user
"It's not what you use. It's how you use it what you have" -Unknown author
"Sleeping the number one cause of death" -Raven67854
""No matter how much shit life throws at me. I will keep on going just to piss life off." -Raven67854

PC Specs:
AMD Athlon 64x2 5000+ 2.6ghz Black Edition
8 gigs Corsair ram 1066mhz
9800GTX+
2x750gb HD
Vista Home Premium X64
Ubuntu 9.04 X64
User avatar
hallsofvallhalla
Site Admin
Posts: 12023
Joined: Wed Apr 22, 2009 11:29 pm

Re: Building an RPG Engine, Feedback

Post by hallsofvallhalla »

those were not in order, just a list of what i use alot when in 3d. b3d is beter than dbo and .map is a bit out of date now anyways. yes the maya format but we can convert in maya anyways.
User avatar
Sakar
Posts: 520
Joined: Thu Apr 23, 2009 2:59 am

Re: Building an RPG Engine, Feedback

Post by Sakar »

.fbx
.b3d

Those are the two I usually use that aren't software specific formats.
User avatar
Viper
Posts: 414
Joined: Thu Apr 30, 2009 3:01 am

Re: Building an RPG Engine, Feedback

Post by Viper »

.b3d
.x
.3ds
User avatar
Noctrine
Posts: 928
Joined: Thu Apr 23, 2009 9:57 pm

Re: Building an RPG Engine, Feedback

Post by Noctrine »

I am 90% sure that obj is also out.
Jesse Dorsey
ProjectANI - Lead Developer Person
http://about.me/jessedorsey
xezero
Posts: 47
Joined: Fri Jun 19, 2009 1:35 am

Re: Building an RPG Engine, Feedback

Post by xezero »

mr. taylor, your lack of development in this project is disappointing

GET YOUR ASS OFF OF PHYSBOX YOU TWAT!!! >:|

"you realize that i'll be doing most of the coding for this project right?"
HAH...YOU SIR...HAVE 0 COMMITS TO THE SVN!!!!1111111oneoneeleven WE HAVE 80 SO FAR

btw, we (we as in joe and i) currently are doing both openGL and DX10 drivers (got the dx10 XP drivers) for the engine..

and to stay on track of the rest of this thread, obj is not out..obj format would be great after i convert it to binary format rather than LOLtext ...(this is the most probable internal format we are going to be using)
Post Reply

Return to “General Development”