Current Project everyone?
(sorry if this is in the wrong section btw)
So what is everyones project that they''re currently working on? I''m (along with 2 other people so far) making a turnbased RPG. It''ll be very battle based and it''ll have a lot of character customization in it, but it''ll still have a creative storyline to it (since most RPGs that focus a lot on battling don''t). We have some ideas in my game that have never (or from the RPGs I''ve played) been thought out as much as some of the ideas in this RPG. We origionally wanted it to be action but we chose to go with turn based because it''s our first game.
-----------------------Is all that we see or seem But a dream within a dream?------Edgar Allan Poe
Well, I''m working on a FPS right now. It has a unique story line and plot (at least I think so). I''m making it very customizable and trying to get rid of the monotony of the same level everytime... I''m playing with vertex shaders and different effects, trying to make it so that the player can tailor it to their visual preference.
What about everybody else?
It is coming...8 years in the making and It is finally coming...
-Beavt8r
What about everybody else?
It is coming...8 years in the making and It is finally coming...
-Beavt8r
It is coming...10 years in the making and It is finally coming-Beavt8r...
I''m working on and RPG engine right now. It is designed to be a mix of a lot of different RPG''s I''ve played.
It will have turned based battles, similar to Final Fantasy, except they won''t be random; you will actually be able to see the monsters before they attack, similar to Anachronox.
It will have a camera control system similar to Dungeon Siege. I''m not sure if I''ll go for the control scheme too, as the path finding would be difficult to implement. I may just let the user have direct control over motion with the keyboard, not sure how that would work though.
It will have a skeletal animation system that will look good for close ups and battles.
I''m stilling working out the best way to do level transitions and variable height terrain. It was originally going to be Sci-Fi styled so everything could be flat, but I changed my mind now.
I''m hoping that I can actually finish this some day, but I''m really busy with classes to work on it much. I have basically finished the animation system and the model format that is used for every model in the engine, so that''s good.
________________________
Grab your sword, and get prepared for the SolidSteel RPG engine, coming soon...(i.e. when it''s done)
It will have turned based battles, similar to Final Fantasy, except they won''t be random; you will actually be able to see the monsters before they attack, similar to Anachronox.
It will have a camera control system similar to Dungeon Siege. I''m not sure if I''ll go for the control scheme too, as the path finding would be difficult to implement. I may just let the user have direct control over motion with the keyboard, not sure how that would work though.
It will have a skeletal animation system that will look good for close ups and battles.
I''m stilling working out the best way to do level transitions and variable height terrain. It was originally going to be Sci-Fi styled so everything could be flat, but I changed my mind now.
I''m hoping that I can actually finish this some day, but I''m really busy with classes to work on it much. I have basically finished the animation system and the model format that is used for every model in the engine, so that''s good.
________________________
Grab your sword, and get prepared for the SolidSteel RPG engine, coming soon...(i.e. when it''s done)
______________________________"Man is born free, and everywhere he is in chains" - J.J. Rousseau
December 11, 2002 01:32 AM
Well, I''m a hobby developer so these might not ever get done.
(Believe it or not, I actually do have a lot of work on each of these projects done.)
a game ai library to be used in all other projects
a turn-based strategy game with fully customizable ai for every unit, over a hundred types of units, map/scenario editor, scalable network play(from zero to MMO numbers), and the worst graphics you''ve ever seen(exactly how else did you expect me to get all the other features?)
a large scale space sim with realistic physics, massive ships, mission/campaign editor, over 35 weapons, 3d sound I hope, customization at a level most people won''t bother with, making it work at the MMO level isn''t a goal, but maybe later(since I am actually part of a space combat sim beta test http://www.aceofangels.com and will, as soon as it comes out, see if http://www.darkspace.net is any good).
a space fleet-based RTS, where each ship and it''s ai can be tailored to behave exactly as needed with a large variety of components and an intricate rule system for building, also scalabe to MMOG, started off as a system to create 2d shooters, so that will still be included
a fantasy/sci-fi RPG/RTS in four parts that''s not quite as free-roaming as you think, where you take on the role of anyone from any particular faction and work toward your faction''s goals all the while other forces go about their business,
a MMOG that is the culmination of everything learned from the other projects, where you can be anyone and do anything, a racer, a general, a mercenary, a trader, a pirate, a politician, an explorer, etc.
(Believe it or not, I actually do have a lot of work on each of these projects done.)
a game ai library to be used in all other projects
a turn-based strategy game with fully customizable ai for every unit, over a hundred types of units, map/scenario editor, scalable network play(from zero to MMO numbers), and the worst graphics you''ve ever seen(exactly how else did you expect me to get all the other features?)
a large scale space sim with realistic physics, massive ships, mission/campaign editor, over 35 weapons, 3d sound I hope, customization at a level most people won''t bother with, making it work at the MMO level isn''t a goal, but maybe later(since I am actually part of a space combat sim beta test http://www.aceofangels.com and will, as soon as it comes out, see if http://www.darkspace.net is any good).
a space fleet-based RTS, where each ship and it''s ai can be tailored to behave exactly as needed with a large variety of components and an intricate rule system for building, also scalabe to MMOG, started off as a system to create 2d shooters, so that will still be included
a fantasy/sci-fi RPG/RTS in four parts that''s not quite as free-roaming as you think, where you take on the role of anyone from any particular faction and work toward your faction''s goals all the while other forces go about their business,
a MMOG that is the culmination of everything learned from the other projects, where you can be anyone and do anything, a racer, a general, a mercenary, a trader, a pirate, a politician, an explorer, etc.
I have a number of projects in the back of my mind, mostly aiming to anticipate near-future trends in gaming (things that''ll be in place before VR gloves/goggles become standard interface).
What I actually have code for (or designs ready for coding) are things like a (lame) tetris clone or simple board games - mostly trial projects to get the hang of the tools I''m using (djgpp compiler with allegro library, and I''ve just downloaded the crystal space 3D engine). I also have a number of more or less generic classes put together. My next real goal is to get the hang of STL though...
What I actually have code for (or designs ready for coding) are things like a (lame) tetris clone or simple board games - mostly trial projects to get the hang of the tools I''m using (djgpp compiler with allegro library, and I''ve just downloaded the crystal space 3D engine). I also have a number of more or less generic classes put together. My next real goal is to get the hang of STL though...
I''m working on a MMRPG. The gameplay is somewhat inspired by XCom and Jagged Aliance - Turn-based squad level tatical combat. The goal is to make combat more tatical rather than brute force, allowing "intelligent" play to dominate, rather than player power.
After the combat is smoothed out, I plan on expanding it to have player-designed bases and factions.
After the combat is smoothed out, I plan on expanding it to have player-designed bases and factions.
Hello everyone...longtime lurker, first-time poster. Working on They Came From Hollywood, a 2D real-time strategy/action giant B-movie monster game(sheesh, that''s way too many adjectives).
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement