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please analyze my docs

Started by October 04, 2001 07:04 PM
11 comments, last by alonzo3 23 years, 3 months ago
>>My first impression is that you should write more on how you plan to let people [...] create their own rpg worlds [...]

the impression I was trying to give was that creators using the URGE can just add their own maps, models, and cutscenes and go. that the URGE can handle just about everything else with some simple tweaking.

>>and u lose not a single word on how combat will work in your game(creationthing).

not sure what you mean. combat will be identical to combat in other 3d games, except a wide variety of hand to hand moves will be available. if you mean key combinations and such, that stuff is inconsequential at this point.

>>From the looks of it, you want to create a MRPG SDK.

what does the ''M'' stand for?

>>Unlike making a game, developement enviroments are quite heavy in terms of support apps and enginnering skill required to make one. With a game you can decide what you want and hard code what you can, spending time on only what is absolutely nesseary in terms of support apps and research.
With a generalized developement enviroment which you want to build, you will have to spend much of your time developing support apps (which ultimately your users will use)

support apps = modeller, map editor, etc? if thats what you mean, i dont intend to reinvent the wheel. I''ll use something already existing. same for voice chat support, etc. the only exception i can think of is the dungeon master app. if and when the first iteration of the URGE is successful, ill worry about the special effects engine (where players can make their own spell effects, superpowers, etc.)

i dont know how much of the GG thread youve read, but i think the hero system (if i get to use it) will take care of a lot of the customization issues. not in terms of coding, of course, but in terms of game balance and mechanics.

>>and testing the robustness of your core engine (becuase it''s a generalized platform for MRPGs, you need to maintain an accepetable level of performance over a much wider operating criterion than a hard coded narrowly focused engine).

i agree

>>Some of the concepts you present have been implemented before within other RPGS. Knowing that, check them out to get an idea of how they worked or didn''t work in those games. Also if you can find out how they were implemented (very important).

which games? im not very familiar with existing crpgs, im fairly new to the computer gaming, and ive always been disappointed with the limitations of crpgs, so i dont know a lot of whats out there.

>>If your team doesn''t have the depth of computer RPG developement experience, you will have to do alot of research, don''t skimp on this. Every hour spent on reasearch will pay off later in the project.

i agree, research is vital to any creative endeavor. i plan to have all the i''s dotted and t''s crossed before i break ground.

>>Study other SDKs to find their faults and features. Know your target audience, and spec out as much detail as possible your vision of what you want.

im not sure if sdk is the best word for it. i could be wrong of course, but that seems too open ended. the flexibility of the URGE will mostly lie in the hero system, which will be hard coded. and in models, maps, etc., but these wont affect the engine much, right?

>>Ultimately the success of your project will be determined by the amount of funding you have, your management skill and vision, and your teams experience and dedication. Weakness in any of these areas, greatly reduce the chance of success.

I want to hire a very good programmer/engineer to supervise my project and evaluate the work coming in, since ill have no idea what im looking at.

thanks for all the feedback so far guys,
jeff
A good question might be how is this project different from say liscensing a 3d engine? What is the advantage of using URGE rather than doing a mod or starting with the Tribes2 engine?
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a couple of things come to mind. first, compatability. all ''mods'' or modules or any other content made with the URGE will be compatible with one another, as long as every player downloads the appropriate material. so if you see a spell or power or combat move or skill in a mod that you would like to include in your world, you can plug it right in. second, creating content for the URGE will be much easier than making a mod, since this will be the main thrust of the game. the URGE will be designed flexibly enough to just animate a combat move, for example, and with a half hours work, plug it in without worrying about bugs and whatnot.
the URGE will have extensive skills, combat moves, etc. not even approached by today''s games.
on a side note, the keynote article on gamedevs front page, the one by Harvey Smith, expresses a lot of what i want to achieve with the URGE.
"I drank what?"

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