Sierra-style adventure with T3D?
by Stephen Kitt · in Torque Game Engine · 12/23/2011 (6:26 pm) · 1 replies
Hello all, I'm brand new to torque, and fairly new to game design in general. I absolutely loved the Sierra-style point and click adventure games (King's Quest, Quest for Glory) and I think that genre would be fantastic with more modern graphics and computing.
I tried other game engines (AGS, Wintermute) but they aren't very well developed or powerful. I noticed the team behind the King's Quest fan game (The Silver Lining) used Torque for their game, so I decided to give T3D a try.
I'm not inexperienced with programming, but it certainly isn't a strong suit. Therefore, I'd like to get an idea of how to start modifying the FPS core engine to better suit this type of game. Here's a list of things I'll need to add/change: (and in general, my games will be more like QFG, so RPG/adventure hybrid)
Camera:
Static or
Follow player but no rotation (semi-done with RTS tutorial)
Mouse:
Show cursor (done with RTS tutorial)
Mouse clicks perform functions (done with RTS tutorial)
Trigger events
Show triggerable events
Allow different cursor types with different shapes/models
Cursors change when action is selected
Cursor editor?
Functions respond to active cursor type
Cursor animations
Mouse activates icon bar GUI
Recognize when clicking certain/particular items/objects/areas
Area of click detection
Combat:
Combat initiates new scene on contact with enemy or event? More strategy oriented
Or combat takes place in the same scene/worldspace? More action oriented
Create melee combat system
Create spell combat system
Create throwing weapons system
GUIs:
Inventory, stats, spells, skills, character select, etc.
Dialogue
Speech
Portraits
Conversation topics
Lips synching to words?
Melee:
Range of attack types
Range of weapons and weapon types
Shields, shield attacks, defense types
Dodging
Armor protection
Magic:
Spell editor?
Spells trigger events (easyish to create)
Invisibility, levitation, flying, teleporting, detecting, etc.
Combat spells (can use FPS framework)
Projectiles, explosing projectiles
Streams/AoE spells
Indirect attacks (create harmful objects, barriers, etc)
Reflect magic, reflect damage, resist damage, etc.
Stealth:
Sneaking (check skill level, carry weight, distance, etc to determine effectiveness)
Acrobatics (move player to location while playing specific animation?)
Lockpicking/disarm traps (check skill? minigame/puzzle?)
General:
Puzzle points
Minigames?
Narration (voice and text)
Death animations (lots and lots of death animations)
Death messages
Import savegame to following games
A lot of these won't be too tough for me to do once I get the hang of the scripting, but there are some things that I'd like some help getting started with, such as the mouse cursors, adding a dialogue system, initiating combat, etc. Also, I'd like to hear some opinions about certain preferences, like- one large level for the whole game, a level for the outside environment and separate levels for indoor rooms, or just a different level for each scene. Camera style goes along with this.
Thanks for the help!
I tried other game engines (AGS, Wintermute) but they aren't very well developed or powerful. I noticed the team behind the King's Quest fan game (The Silver Lining) used Torque for their game, so I decided to give T3D a try.
I'm not inexperienced with programming, but it certainly isn't a strong suit. Therefore, I'd like to get an idea of how to start modifying the FPS core engine to better suit this type of game. Here's a list of things I'll need to add/change: (and in general, my games will be more like QFG, so RPG/adventure hybrid)
Camera:
Static or
Follow player but no rotation (semi-done with RTS tutorial)
Mouse:
Show cursor (done with RTS tutorial)
Mouse clicks perform functions (done with RTS tutorial)
Trigger events
Show triggerable events
Allow different cursor types with different shapes/models
Cursors change when action is selected
Cursor editor?
Functions respond to active cursor type
Cursor animations
Mouse activates icon bar GUI
Recognize when clicking certain/particular items/objects/areas
Area of click detection
Combat:
Combat initiates new scene on contact with enemy or event? More strategy oriented
Or combat takes place in the same scene/worldspace? More action oriented
Create melee combat system
Create spell combat system
Create throwing weapons system
GUIs:
Inventory, stats, spells, skills, character select, etc.
Dialogue
Speech
Portraits
Conversation topics
Lips synching to words?
Melee:
Range of attack types
Range of weapons and weapon types
Shields, shield attacks, defense types
Dodging
Armor protection
Magic:
Spell editor?
Spells trigger events (easyish to create)
Invisibility, levitation, flying, teleporting, detecting, etc.
Combat spells (can use FPS framework)
Projectiles, explosing projectiles
Streams/AoE spells
Indirect attacks (create harmful objects, barriers, etc)
Reflect magic, reflect damage, resist damage, etc.
Stealth:
Sneaking (check skill level, carry weight, distance, etc to determine effectiveness)
Acrobatics (move player to location while playing specific animation?)
Lockpicking/disarm traps (check skill? minigame/puzzle?)
General:
Puzzle points
Minigames?
Narration (voice and text)
Death animations (lots and lots of death animations)
Death messages
Import savegame to following games
A lot of these won't be too tough for me to do once I get the hang of the scripting, but there are some things that I'd like some help getting started with, such as the mouse cursors, adding a dialogue system, initiating combat, etc. Also, I'd like to hear some opinions about certain preferences, like- one large level for the whole game, a level for the outside environment and separate levels for indoor rooms, or just a different level for each scene. Camera style goes along with this.
Thanks for the help!
Torque Owner Demolishun
DemolishunConsulting Rocks!
A lot of what you have listed has been implemented in various forms as a resource, or a purchasable add on pack. So I do believe T3D can do what you ask. However, the ball will be in your court to find a way to integrate and implement those features.
As for where to start?
I would take your list and put it in a design document you maintain. Then I would go through the forums and identify every resource, code, snippet, or purchasable extension and start evaluating which meet which requirements. Then test those to determine the ones that work and the one that need work. From this point you will have a working list of what needs work, what needs to be built from scratch, and what is working. Then you can decide if you want to keep all the features or expand on them. Then the hard work of filling in the blanks and testing to ensure it works as you want. Hint: fewer features then the less complex it becomes.
"The world is full of many great starters, but almost devoid of finishers."