New Game Engine feedback requested
I think that the reason RPGs are so popular is that they allow the game designer an extra amount of freedom in game design. So many different types of RPGs are available that it makes shoot-em-up games look rather bland. Take the Doom-Quake-Unreal scenario, for all the graphics look amazing and different, the underlying theme of run-around-and-shoot-shoot-powerup-shoot is relatively similar. Also, RPGs allow for a greater storyline that can''t be found in fps''s or scrollers like mario.
With that said, I am creating a new RPG. Before I advance too far in the game development itself, I figured I would run my initial vision past a panel of experts (i.e. anyone who reads this forum, which means that they either have some experience in game development or want to learn). The first note is that although I have experience with large programming projects, small game projects, and graphics projects, Ive never implemented a game AI (the most complex games I have implemented are breakout and frogger). When the time comes, I''ll figure out the AI, but that will definitely be a significant learning experience for myself. Secondly, I have little to no musical talent, so an eventual soundtrack will have to be outsourced.
Essentially, the goal of the project is to create an RPG engine (I don''t want to do this half-hearted, if I make an RPG, I want to be able to have the necessary tools at hand to make a sequel or expansion of the same calibur quickly) for an RPG reminiscent of the traditional FF 4/5/6 clones. The difference is that rather than being 2D, it will utilize the lowest-of-the-low 3D graphics. There will be 2 or 3 different levels of resolution - the World Map view (possibly two, one from a vehicle perspective, and one on ''foot''), as well as a location specific view (as in towns or dungeons). The World Map views will be created as a 3D terrain based on a 2D heightmap. The goal is to have a simple but elegant looking 3D tiled terrain, complete with little 2D isometric sprites for the various visitable locations - similar to SimCity 3000. The actual location maps where the characters will interact with the local terrain and NPCs will be dealt with through actual 3D pre-rendered models and 2D sprites, on a scale similar to Final Fantasy Tactics. The goal isn''t to create the state-of-the-art FF 9 clone or compete with Sim City 4 graphics (I would be thrilled to compete with Sim City 3000, and more likely than not, be satisfied with a product of graphic intensity akin to SC2K). The fighting will still take place on an RPG type arena, without the use of tile or movement features, but again, they will be modelled similar to Tactics.
I am hoping to have a demonstration program out within six months that shows a simple but working view of my engine. If anyone has some suggestions or comments about what I plan to do, please let me know. Thanks!
Do you have a website? sounds interesting!!!
Want to be part of a revolutionary game development. Please e-mail me and visit my site for more info.
quote:
Original post by zachsjlives
Do you have a website? sounds interesting!!!
No website yet. The whole idea is pretty much concept right now. Over the next couple of weeks, I am working on finishing up my bachelor''s degree, after that my first goal is to flesh out my design plan, which I will post, with what I consider a reasonable timeline, on a new website. One thing that I really hate doing is making a "under construction" website. It''s just a pet peeve of mine.
On the plus side, I''ve got some adequate ideas for storyline, which I will continue to update. I am hoping to get a lot of feedback from people on all aspects of the game - including the storyline. So, if people don''t want to read the story before playing the game, that''s fine, but I know that there are individuals who have a fantastic gift for literary creativity that would be willing to share this with me.
Right now, I am getting the bones together for the map engine and planning the storyline for the demo mini-game. Currently, the plan is that it will take place on an island. Again, it''s mini, so I need to make the map constrained somehow, and an island just seems logical. The other option was having the story take place on a very small moon - a la The Little Prince.
What I consider to be the two biggest development hurdles at this point is storyline and combat. Right now, I know roughly what the game is supposed to look like, but I haven''t put an ounce of thought or effort into a combat engine. This will most likely be tackled within the next two months. Again, post-graduate.
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