Game Development Community

rpg

by Mirsad Mustafa · in Game Design and Creative Issues · 04/27/2011 (1:39 am) · 10 replies

Hi

I was woundering if someone can point me in the right direction. I'm looking to make an game where enemies will spawn from diffrent locations and when you kill them you will get exp and after some exp you will level.

Anyone know how to do that ?

thx

#1
04/27/2011 (2:33 am)
i know, that it's a complex system, but something like spawn from diffrent direction to start with..
#2
04/27/2011 (4:58 am)
For spawning ideas, check out the "simple fps tutorial" in TDN. (support->documentation->tdn link->login->t3d)
#3
04/27/2011 (5:45 am)
thx alot, this will help me out =)

do you maybe know how to make enemies drop ammo after they are killed ?
#4
04/27/2011 (5:59 am)
With The Universal AI Starter Kit you can easily set spawning point of AI driven NPCs.
And combined with this your dream might come true ;)
Also, check Kevin Mitchell's resources for more rpg elements.
#5
04/27/2011 (6:10 am)
For the ammo drop, I just read that you can trigger any kind of spawning with the AI starter kit, e.g. when the enemy-npc dies you can let the ammo spawn at his/its position.
#6
04/27/2011 (6:10 am)
awww thx alot both of you !!!
#7
04/27/2011 (6:13 am)
Anytime! =)
#8
04/27/2011 (10:12 am)
Players automatically drop ammo, weapons, and health in the example scripts already -- see Armor::onDisabled() in player.cs:
// Toss current mounted weapon and ammo if any
%item = %obj.getMountedImage($WeaponSlot).item;
if (isObject(%item))
{
   %amount = %obj.getInventory(%item.image.ammo);
   if(%amount)
      %obj.throw(%item.image.ammo, %amount);
   %obj.throw(%item, 1);
}

// Toss out a health patch
%obj.tossPatch();

Experience is nothing more than a scoring mechanism. The existing scoring logic simply awards points for kills but can easily be extended for other things. You would have to track another variable (the points needed to next level) and check if that total has been reached in those conditions when your exp 'score' is awarded.

The actual implementation of leveling a character could be ridiculously easy or incredibly difficult -- depending on what it means to level up.
#9
04/27/2011 (11:59 pm)
thx for the code Michael! The thing that should happens when the character reach an new level is that he will get 5 points to spend on his character like :

more health, faster,more ammo when you start or buy a new weapon for those points.
#10
04/28/2011 (8:36 am)
There is a T3D fps game tutorial somewhere in the ressources that would get you up and running on creating multiple simple AI enemies , giving them movement paths and spawning them through triggers, this should get you the basics.