Torque Game Engine - rpg ?
by Stefan Trzepiekonski · in General Discussion · 10/19/2004 (12:55 am) · 11 replies
Hello.
Can i make with Torque Game Engine some cRPG game ? (something like Fallout ) ?
what must i add to the engine, or engine have everything ?
i be gratefull for some info.
Can i make with Torque Game Engine some cRPG game ? (something like Fallout ) ?
what must i add to the engine, or engine have everything ?
i be gratefull for some info.
About the author
#2
10/19/2004 (4:34 am)
You can do anything you want with the engine as it is open source, the only limit is your skills in programming. You can also do quite a bit with just scripting, as I have seen some pretty impresive stuff just with script, but in order to do a serious crpg you are going to need to program the engine to work that way as it is primarily a FPS engine, but as I said, you can do anything you want with it. Your only limits are your skill and imagination.
#3
You will need to do some camera manipulation, most of which can be accomplished with the God View camera resource for the game type you're looking at. One thing that you'll not have to worry about are the sort order art creation complications with making isometric graphics since you can use actual 3D models. The inventory resources, DragDropGui, and the conversation and RPG dialog resources are excellent as well.
The most difficult part will be creating the tons and tons of artwork necessary.
10/19/2004 (6:07 am)
Well, the engine isn't open source, but it is a source engine, which is what Paul meant.You will need to do some camera manipulation, most of which can be accomplished with the God View camera resource for the game type you're looking at. One thing that you'll not have to worry about are the sort order art creation complications with making isometric graphics since you can use actual 3D models. The inventory resources, DragDropGui, and the conversation and RPG dialog resources are excellent as well.
The most difficult part will be creating the tons and tons of artwork necessary.
#4
10/19/2004 (6:38 am)
Not to mention AI. Good luck with that. (Trembles with fear)
#5
For some help, try searching trough the forums for RPG (or whatever it is that you want to make) and read trough the threads that discuss this genre, it's a good read.
10/19/2004 (7:15 am)
You can make Torque into whatever you want if you have the motivation and the skills to do it. For some help, try searching trough the forums for RPG (or whatever it is that you want to make) and read trough the threads that discuss this genre, it's a good read.
#6
i want to make Turn Based system so i think that will be no problem with that ? (i hope so :P)
Thanks for info.
10/19/2004 (7:33 am)
About AIi want to make Turn Based system so i think that will be no problem with that ? (i hope so :P)
Thanks for info.
#7
Turn based combat isn't much different than the "next feature" section of the demo.
The AI Pathfinding resource should keep your PC's and NPC's out of the geometry and hopefully more organized than KOTOR. I loved how my characters would be running around a room looking for an exit, stop in front of it, and then continue running in circles while I watched from the next room.
AI in traditional RPG's isn't that difficult. The closer you get to real-time battle systems, the more noticable the AI gets. I can't recall a RPG I've played in the last ten years with complex AI. Even real-time RPG's like Morrowind, Arx Fatalis, Fable, and their ilk were extremely simplistic. Even the bad AI from DOOM-likes were often better than most RPG AI. But then, I've never found RPG's difficult, either. You just have to learn the grind system. Once that is out of the way, any supposed difficulty flies out the window and you can concentrate on the rest of the game. For games in the past like Wizardry, the game pretty much was the grind system, but I enjoyed mapping out the levels as I did with Bard's Tale and Might and Magic. When the automap was introduced, RPG's had to make a leap forward in other content since the grind systems hadn't changed much (though there were interesting takes on it like with Phantasie and Ultima IV's avatarhood system, which was also the first time that I can remember morality being brought into the RPG genre in a real sense rather than a simple alignment stat that determined whether you could hold "evil" weapons).
While graphics, storylines, and character involvement has involved, I haven't noticed the same evolution with combat systems. They seem to be variations on the old tried and true theme more than anything. Sometimes we see extreme variations such as the Megami Tensei games, which include demon interaction and collection which was emulated in the Pokemon franchise or the real-time battles in the Tails or Star Ocean series, but mostly it's a variation of the number crunching from the past.
Wait. I shouldn't be wailing about RPG's in this topic. That's what livejournal is for. Maybe I'll make use of my gamespot journal for something other than being complaining about not being able to add import games to my collection.
10/19/2004 (7:38 am)
@Stefan TrzepiekonskiTurn based combat isn't much different than the "next feature" section of the demo.
The AI Pathfinding resource should keep your PC's and NPC's out of the geometry and hopefully more organized than KOTOR. I loved how my characters would be running around a room looking for an exit, stop in front of it, and then continue running in circles while I watched from the next room.
AI in traditional RPG's isn't that difficult. The closer you get to real-time battle systems, the more noticable the AI gets. I can't recall a RPG I've played in the last ten years with complex AI. Even real-time RPG's like Morrowind, Arx Fatalis, Fable, and their ilk were extremely simplistic. Even the bad AI from DOOM-likes were often better than most RPG AI. But then, I've never found RPG's difficult, either. You just have to learn the grind system. Once that is out of the way, any supposed difficulty flies out the window and you can concentrate on the rest of the game. For games in the past like Wizardry, the game pretty much was the grind system, but I enjoyed mapping out the levels as I did with Bard's Tale and Might and Magic. When the automap was introduced, RPG's had to make a leap forward in other content since the grind systems hadn't changed much (though there were interesting takes on it like with Phantasie and Ultima IV's avatarhood system, which was also the first time that I can remember morality being brought into the RPG genre in a real sense rather than a simple alignment stat that determined whether you could hold "evil" weapons).
While graphics, storylines, and character involvement has involved, I haven't noticed the same evolution with combat systems. They seem to be variations on the old tried and true theme more than anything. Sometimes we see extreme variations such as the Megami Tensei games, which include demon interaction and collection which was emulated in the Pokemon franchise or the real-time battles in the Tails or Star Ocean series, but mostly it's a variation of the number crunching from the past.
Wait. I shouldn't be wailing about RPG's in this topic. That's what livejournal is for. Maybe I'll make use of my gamespot journal for something other than being complaining about not being able to add import games to my collection.
#8
I have another question
Torque Scripting System will be good for RPG Game (like Fallout) or must i implement some Pyhon/Lua myself?
10/19/2004 (7:44 am)
Thanks for help guys.I have another question
Torque Scripting System will be good for RPG Game (like Fallout) or must i implement some Pyhon/Lua myself?
#9
10/19/2004 (8:11 am)
TorqueScript will be just fine.
#10
see: http://burzuj.nma-fallout.com/
we will be changing our engine to Torque - thanks for the infos! guys.
Realy hepl!
Cheers!
EDIT:
Look at the screenshots at this page, do you think that we could do that in Torqe ? (something like that ofcourse)
10/19/2004 (8:23 am)
I have team i have skilled programmers so i make decisionsee: http://burzuj.nma-fallout.com/
we will be changing our engine to Torque - thanks for the infos! guys.
Realy hepl!
Cheers!
EDIT:
Look at the screenshots at this page, do you think that we could do that in Torqe ? (something like that ofcourse)
#11
10/19/2004 (8:49 am)
MicroWarrior. You can do it, but you just need to get your art team to move from 2D thinking to 3. Or you could wait for Melv's Torque 2D.
Stefan Trzepiekonski
please give me some info...