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RPG Kit, who wants one? Part 2

by Thanhda Tie · 02/03/2010 (4:02 pm) · 12 comments

www.digitalshock.net/blog/iRPG.jpg
So most of you must be thinking what’s going on with our RPG kit. After much discussion, and even trying to sell the kit to someone else, we decided to dumb it down a notch and make it into an iPhone ready kit.

The reason for this decision is to find a cost efficient way of building an RPG engine on a popular mobile platform. We still plan to however launch a version for Torque 3D, but this will come at a later time.

We are planning to have this kit ready by the end of this year, and have an alpha/beta sometime mid this year. Along side of this technology, we will also be creating our own RPG project for the iPhone platform to showcase what it can really do.

What Features Can We Expect?
Class Types
Up to 4 characters in 1 party(unlimited amount of characters)
Party members follow(Similar to Chrono Trigger)
Inventory System
Shop System
INN System
Battle System (Chrono Trigger Similar System)
Magic System (Spell, Cure, Revive)
Monsters on screen (Similar to Chrono Trigger or Grandia 2)
Menu System
Dialog System

These are just a few of the features that you can expect to see in the Torque RPG kit for the iPhone. The features that are already listed are features that have already been implemented. The style of this kit is more similar to an JRPG(Japanese) game, vs a NA RPG(North American).

Stay tune for more details, and maybe some screen shots ;)

www.digitalshock.net/blog/Final_tn.jpg

#1
02/03/2010 (4:50 pm)
2 Things :)

1. Where do I pre-order?

2. Why not release one for TGE anyway?

I know one of TP(Torque Powered:)Goals is to get the customer base to move to T3D but I still like my old TGE for what its worth.
#2
02/03/2010 (6:05 pm)
swing me a email if you need to brain storm.
#3
02/03/2010 (7:08 pm)
The problem trying to create an PRG engine is that not everyone uses the same ruleset in their games. Some like a Fnal Fantasy style, others a d20 system, others something like Fallout, etc etc. Each game brings their own considerations for stats and the effects of those stats in the game.

So the proper way to do this would be to create a metadata system where the game designer would adjust their in game logic depending on the player stats. I have such metadata system in my mind but never got the time to implement it.

Maybe when I start with my next game.

BTW, a RPG system should be fully scripted and non dependant on the engine unless there are new components to consider.

Luck!


#4
02/03/2010 (7:33 pm)
@Jonny
1. Pre-orders don't start until alpha build is ready :)
2. We might consider it, the code was originally design for TGE 1.5

@Kevin
I got your contact, so I'll know where to find you :)

@Guimo
Most of this is scripting, there are a couple of things that are required to modify the engine code itself, so it is not just a pure script pack.

For the battle system, the first version will only have 1 set battle system, but I will later build plug in's for different kinds. I was also considering creating a How To manual that will explain how you can create your own battle system. These features would more so be a must in the T3D version.
#5
02/04/2010 (6:05 pm)
I would like to see stuff like the Dialog, Shopping, Inventory etc. systems become modular such that even if I were making an FPS or an RTS, I could drop a script in and start adding in my own shops.cs or item.cs files and start using it.

Making all the scripts have calls to each other or require other things to be instantiated first makes it hard to use and modify, let alone drop into an already active project.

To be honest, what your current kit includes seems more like an RPG Maker kind of engine mod, such that I would probably be better off buying a cheap RPG engine and playing with it.

People want to ADD to their games quickly, they don't want to remake their game or tailor their game to your "RPG Maker" mod.

Your target audience shouldn't be the people who want to make a generic RPG without having to make the systems themselves - Why would I buy a $100-$1000 engine, then have to pay $xx-$xxx for an addon when I could pick up a cheap versatile Game Maker and have less of a headache?

Even if you put in ONE battle system, it will likely not be used by anyone for a polished game, and you'll waste a lot for time scripting it, and expect your paying customers to make up for it.

However, you create a nice modular "Shop" addon and a networked robust "Inventory" addon, and people will eat it up.


SUGGESTION:

Stat Manager System - Create arbitrary "stats", have it able to interface with your "Inventory" system so that you can have items affect stats. Keeping it generic and arbitrary will allow people to customize the system to be the way they want, rather than a generic RPG Maker (Strength, Defense etc.)

Have some stats come automatically (Health, Attack) as I'm sure your other systems need them to function (Battle, INNs)
#6
02/06/2010 (8:46 am)
@Daniel

The Stat Manager System is nice but I've tried this about a year ago, and when making a system that dynamic that changes the game's math so drastically. Adding one attribute means going several places and deciding where that new attribute will affect. Is it part of my damage calculation, or is this part of a HP Modifier. It's a nice idea but very difficult to implement. This would easily be something that a person can personally buy the engine and add slight mod's to the RPG system its self to implement. Having something that changes and require the person to manually make so many changes to every attribute they make would make some very confused and frustrated. Epically since i see there's a lot of people out there with limited coding skills or lack there of.
#7
02/10/2010 (7:04 am)
yes please I want both - iPhone and PC.
#8
12/17/2010 (4:33 am)
@Thanda, I read on an AFX forums post that you gusy were jumping over to Unity3D (atleast for iPhone, and I too know the hassle with iTorque 3D, as a i "own a license" of it to)

Basically, I was wondering if you were planning on releasing content like this pack for Unity for iPhone?
#9
12/17/2010 (6:32 am)
RPG exist for Unity
http://rpg-kit.com/

We are using this ourselves
http://forum.unity3d.com/threads/66367-ORK-Okashi-RPG-Kit-for-Unity-released
#10
12/17/2010 (2:58 pm)
@Thanda - great find. We also moved over to Unity for our iOS project. All in all it's going well. See you guys over there...
#11
12/18/2010 (1:56 am)
I'm sticking with T3D, people act like its the end of days or something.
#12
12/18/2010 (4:21 am)
I need it for iOS support. They cancelled iT3D. Hence it is the end of the world.