Game Development Community

Script Tutorial Ideas - RPG

by J · in Torque 3D Beginner · 12/02/2009 (2:05 pm) · 4 replies

In response to David's documentation comments:

Show users how to accomplish normal ideas in script would open a whole new world for indie game makers. I also feel that really solid tutorials (like what TGB has) is the way to go to enhance an engine even more. Shortens the learning curve as it were. That alone makes the engine better. I think every engine has its doc problems though and that's where ambition comes into play.

Hack n Slash/FP/Action RPG

- 3rd Person Lagging Camera -
At a certain "min/max" in freeLook mode, call turnRight/turnLeft

Other camera modes covered in RTS Prototype...but might make reference to a more diablo type camera for a hack n slash

- Multiple Attack Melee -
*I've got a half-arsed scripted melee going for a hack n slash: Setup in AIManager, do a search in your "enemy" simset to find the closest enemy, if at a certain distance from player then face and play the required animation, do another search from eye vector with a distance based on length of weapon, to see if enemy is within striking distance, then apply damage based on weapon or else missed. Having issues in 1.1 regarding animations though.

Also finite state machines for projectile and non-projectile items

- Object Selection -
I would like to see a scripted object selection. This would require a better raycast than doing a constant search from the eye vector. Find a typemask(s), see if object is in simset, then force the glow property to be enabled on the diffuse texture of that object(change color of diffuse for Chests versus NPCs versus doors...etc...)

- Raycasting -
I seen the doRayCast() for the player, it switched the camera view; I wonder what that is for exactly? An enhanced raycast besides the normal search methods? THAT would be nice! But a basic overview w/examples of search/container/radius as related to RPG/FPS

- Objects Misc -
Exploding objects, open/close doors, etc... Leave that up to the GMK? Is there a binary for T3D of the GMK for artist version?

- Inventory -
There are some good inventory systems that many have created on the forums. Consolidating them in a nice and clean form for the online/offline documentation would be handy

- Database -
Weapons, monsters, and NPCs....oh my... There are also some good resources for implementing databases; can we do that in script? Accessing outside csv files with info? Saves on having too many variables

- Attaching particles to Everything -
For swords and monsters. Magic and flare. Some examples for this would be nice. I noticed a flaming sword resource. That is in code. Is there a way to accomplish this via script? Things of that nature.

- Attaching lighting to everything -
I've heard there is some really cool stuff up and coming for lighting that will make things much cooler and much easier. Good docs and examples would be very welcome.

- Magic Spells -
There's a few good resources/threads about making a magic spell. But setting up an inventory, control scheme(even if it is just the right mouse button), different effects... decalsEditor and PostFX bring to mind a hundred new and different ideas. Would be helpful.

- Hud display -
For all your "stuff" - opportunity to cover the new GuiEditor in depth and in full.
Icons and pointers.

- NPC Dialog -
Just a basic script that can get you started.

- Skin switch/material changing/mounting different armor/weapons -


_______________________________________________

I'm sure I'm missing a hundred things... ideas a'plenty. Please add your thoughts and opinions.

Mitch's/doc team's docs so far need a lot of work; i did really like the RTS Prototype, and the current layout is good. It had an example to put the fuction/method into context. Very Nice. Lots of time needed for all that stuff...plus many changes are being made currently...very understandable.

Keep up the good work GG!

About the author

I used to be obsessed with building my own open-ended RPG and a 3D Side Scroller RPG. But the job/house/girlfriend got in the way. I know, I know. Now I concentrate on doing architectural renderings (with the help of T3D of course) and VBA programming.


#1
12/02/2009 (2:28 pm)
Please post this in the Tutorial request thread so that we can keep everything in one location.
#2
12/02/2009 (4:01 pm)
I have posted links to both tutorial suggestions in the exact spot I need them to be: Official Documentation Feedback Thread. I kind of like having tutorial suggestions as a separate thread, so long as you post a link to them in the official feedback thread.
#3
01/18/2010 (4:33 pm)
Something that would be nice is how to modify shapes/avatars in real-time within the game with thresholds for the purpose of making modifications to a play character's face, body type, hair, skin color etc. Character modifications are normally very important to RPG'ers.

While you're at it throw in a simple stats system and how to interact with it with ingame objects. Ex: Drink a Strength potion, your strength attribute goes up a point. Also, equally important would be how to setup a system where character data is saved locally and how to recall that saved character's data for stand-alone RPGs.

Oh yeah, a simple GUI tutorial for NPC dialog. As well as, a Quest System to handle various quests, requirements/conditions.
#4
04/05/2010 (5:33 pm)
Duplicate post removed by moderator. User moved post to the doc feedback thread.