Game Development Community

Who's actually making RPGs???

by Cinder Games · in General Discussion · 06/02/2006 (4:55 pm) · 26 replies

I've been working on a console style RPG for sometime now... I don't often come across threads about RPGs... So who's making them? i know there's a few out there, but we should introduce ourselves and share some knowledge to help get these bad boys finished.
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#1
06/02/2006 (6:47 pm)
We are working on a torque based single player RPG at the moment :)
#2
06/02/2006 (6:51 pm)
David Blake is working on an RPG tutorial, that I know...
#3
06/02/2006 (6:54 pm)
@ andrew
how far along are you? what features have you implemented?

I've got turnbased combat similiar to Grandia 3, working stats, working equipment, working items/inventory. I've got a basic merchant, the basics of a dialog management system and some others.
#4
06/02/2006 (8:19 pm)
It's on the list for me - both a singleplayer and eventually an MMO. :D It'll take a while for me to get used to working with this engine tho.
#5
06/03/2006 (5:21 am)
I've just begun Torque development on my project, a sci-fi themed, puzzle-oriented MMORPG. I have lots of content, I just need a framework to put it in. There's a dismayingly long list of features I have yet to develop, and being a newcomer to both Torque and C++, it's an extremely ambitious project.

Some of the significant challenges I'm due to tackle are:
master server
interfacing the Torque server with my DBs (Foxpro over Cold Fusion)
content download and verification system
skills GUI
inventory GUI
trading GUI
2D and 3D puzzle integration
NPC AI
versatile character meshes/skinning
quests
faction
channel-based chat (in-room, guild, private, etc.)
language filters
security audits
video integration
streaming audio

I have experience implementing most of these features in other programming environments, and hopefully, the transition to Torque/C++ won't tax my sanity too greatly. =)
#6
06/03/2006 (6:54 am)
Yup. Rubes is right. I'm working (well, I will be once things slow down again and I get a moment near a computer that doesn't 1) entail me to be at work or 2) take place at 2 in the morning as I'm checking my e-mail bleary-eyed and unthinking.

It is oriented to TGB, though, and is much simpler than anything else presented here since it is all about getting new developers up and stumbling with a RPG rather than creating a Final Evercrack killer out of the box. But it also uses some extremely simple techniques that people seem to not think about much.

I must say, though. I have no idea how Matt worked through so many tutorials so fast! Just trying to do one in-depth tutorial on limited time is killing me!
#7
06/03/2006 (1:46 pm)
It is a challenge converting torque from what it is into something like a complicated RPG. And while i've made a bit of progress, i am not even sure how i could help others with my code since i seem to tie everything together making it difficult to just release on part of it.
#8
06/03/2006 (4:07 pm)
My company has been working on an MMORPG using TGE. Check out the site and sign up for beta (make a note you a GG member so I accept you).

http://www.crownsofpower.com/
#9
06/03/2006 (5:16 pm)
Im in the planning stage for a Sci-Fi RPG, I have TGE and just purchased the programming book so I hope it help me take a few more baby steps in the right direction. I have quite a few questions I would like to ask others on just general development.
#10
06/03/2006 (5:17 pm)
Well you can also hit me up using AIM or yahoo.
#11
06/03/2006 (5:31 pm)
I am working on a scenery of a fantasy-style RPG, but not in Tolkien style. I didn't start to code it yet, because the scenery is not finished. If it is counted, I would be very glad to join your small community. My Yahoo contacts is in profile, and my skype name is kostyateterin.
#12
06/03/2006 (5:45 pm)
I'm working on a turn based sci-fi RPG. It's a conversion of a 4E (X-com battle style) game I wrote many years ago, but as soon as I had playable, the I discovered the design was un-playable (each turn took too long + other issues)

I've got the basic design done, the character objects written, the character creation/edit/levelup screen working, the inventory system working + inventory screen with drag/drop and now just getting the level graphics and designs fleshed out

Not much to show, but I've taken a few screen shots to show some friends

Character Screen
Inventory Screen
Inventory with item popup
Main Menu

I know next to nothing about TGB but if anyone has any questions I may at least have some pointers as to how I got those screens working
#13
06/04/2006 (12:32 pm)
@Chris
Your menu's look pretty nice. My menus and stuff are very generic :)

Main Menu
img466.imageshack.us/img466/1553/screenshot025000051zs.jpg

Equiping Stuff
img303.imageshack.us/img303/7200/screenshot026000014nw.jpg
#14
06/04/2006 (4:45 pm)
@Ramen, nothing wrong with your screens :) They fit the genera well I think and having played other RPGS of the same style, even just looking at your screen shots I already know how to "play" yours

One issue with mine was a test user had issues with the character screen and using the +'s to raise his levels. Although that system is used in some RPG's it's not a well know standard.
#15
06/05/2006 (8:24 pm)
I'm working on a simple Java-based RPG. It's nearly done, though it's taken alot longer than I had planned. I plan to make a more substantial RPG later on that's based on the same engine, but I think I'd like to complete a simpler game first that I can sell as shareware. RPGs just take too long and have too high resource requirements.
#16
06/06/2006 (1:09 am)
I'm working on a real time 1st person fantasy RPG. Its coming along, albeit slowly.

Best recommendation I have : Use an SQL database. I implemented the SQLite resource, it makes life so much easier if you are trying to make something as data driven as an RPG.

What I have done :

-Zone portals
-Integrated a SQLite database.
-Inventory using DB
-Race/Attributes.
-Melee combat that uses your stats and the weapons to determine health, weapon damage etc.
-Basics of an interaction system (the framework is there, but I haven't actually set up any interactions yet)
-Advanced cursor which changes based on object its over.
-Arcane FX Spells ( I'm a pre-release tester,not really something I did, but it counts as progress towards the end goal). This spell system is awesome, I am going to use it for a lot of effects.
-Partial AI implementation. Based off ideas I read about on the Unearthed Games dev diary, its quite a powerful and easy to extend system. Its not done yet, but I've got basic enemies who chase and swing their equipped weapon at you when you come in range.
-Save/load. Used with the DB. Basically, all data that relates to your current game is in a "currentDB". I can save them and load from them.
-Half assed skills system, which I need to tear out and redo.
-RPGDialog system, again something I want to tear out and rebuild around the database.


There is tons left to do, not the least of which is art content.
#17
06/06/2006 (1:21 am)
SQL is something i probably need to do. i definately need. I don't know anything about SQL :/
But i could imagine having plenty of issues dealing with large dialog/inventory stuff. what i have now is simple so it's ok. Any tutorials on how to use that SQL stuff?
#18
06/06/2006 (1:43 am)
Hmmm, the basics of SQL aren't too complicated, so you should be able to pick it up pretty easily.

I don't know any good tut sites off hand, but this looks decent : http://www.1keydata.com/sql/sql.html

Have a look at Dreamers MMORPG tutorial. It has examples of the most of the basic commands.

Yes, a DB is definately the way to go. I also hesitated to use it initially since I didn't know how messy it would be to set up (turned out to be completely easy ;)). So I ended up spending time coding up and debugging inventory, spellbook and stat classes. When I put in the DB, I discarded all of that. It has great search and ordering functions etc, all tested, so it saves you a lot of time.

I also use the DB to circumvent TGEs client-server architecture. For a single player game, it can get annoying having to send a second copy of the data to the client. Now I just keep the data in the DB, and both the client and server can read and write to it.

Make sure to use transactions if you use the SQLite DB, it speeds up the access. I had a noticable pause with my inventory access before I started using them. (Basically when I start a game I begin the transaction, and when I end it (or save) I commit the transaction)

If you run into problems, email me and I'll see if I can help, although I am by no means a SQL expert.
#19
06/06/2006 (1:45 am)
The documentation at the SQLite site also gives you the run down on the syntax, quite a nice reference.

http://sqlite.org/lang.html
#20
06/06/2006 (1:47 am)
Hmm not sure how high a priority that is for me to do right not. i'm putting the beat down on the camera management system in battle. now that i've got a working prototype for the action portion, my current camera setup was designed more for 1 turn at a time. Now there is multiple turns occurning simultaneously. so i need a camera that can keep track of all the action.
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