Game Development Community

T3D RPG Kit, Who wants one?

by Thanhda Tie · in Torque 3D Professional · 04/13/2009 (11:28 pm) · 85 replies

Digital Shock Network & Other Investor
Are now working side by side to bring the first full out Traditional style RPG kit to T3D. With many months of coding we have been able to come up with a base foundation to create such kit.

What will it include?
We have a large plan scope already mapped out, but we will be introducing a more simplified version to start to see where the community wants to take it.

Will it be a simple genre kit similar to the previous kits out there?
No, not at all. This will be quite a heavily modified version of T3D, still following the core system of T3D. Taking advantage of the new T3D editor, we will now be able to allow users to create full length RPG games all directly through the editor. With our Event Commands, users will barely need to script at all. But of course for advance users, that will be an option.

Can you break down what you plan for this kit? How is this different from the other MMORPG kit?
The difference between the kits is quite huge. Our kit will have a full toolset of functions specified for an Linear style RPG, similar to FFX or any other Japanese Style RPG. We will also plan to include a few bonus functions such as a full functionning camera system, that can take advantage of our EventCommands to create full length cut scenes, all through the editor! This kit will also include(future version), a complete customizable battle system, which can be fully scripted, and saved as moduels. This means users can possible create their custom scripts and redistribute them later. We also plan to have a few basic pre-scripted battle systems in play, which are modifiable. For future release of any other style battle systems may be available for sale on the dev store. More Details on how exactly what will be in this kit will be posted soon in my blog page.

i126.photobucket.com/albums/p117/seijisota/3DRPG/T3D_RPG.jpg?t=1240666045.
Early Screen Shot


1. T3D RPG Kit, Who wants one?
2. Stay Tuned!
#21
04/14/2009 (5:15 pm)
This thread has gotten a little off topic. My apologies to Thanhda, lol. I think people are just anxious for their copy of the beta and it's starting to show.
#22
04/14/2009 (5:19 pm)
TGEA isn't T3D

With the changes and the kits beeing a clear feature mentioned, I expect that the start kit / technology add-on part in the EULA will not appear in T3D anymore.

T3D is targeted at professional users. As such we are restricted enough by the game only enforcement (means that all visualization / educational / scientific users will not be able to use T3D sadly, althought the often have a unique and very interesting view on the same problems and these areas making much better calculatable cash inflow than games) and the requirement to get a studio license at the point where commercial licenses were required with TGEA.

For that reason I hope/expect that we are also handled as what we are expected to be, professionals, and have the possibility create and sell reusable expansions to the technology.
A requirement to do so through GG wouldn't be a problem and would still ensure that the tech only goes out to entitled entities and that really only techs are sold, not the engine resold.

As there have been various kits created for TGEA, I guess the license isn't as binding as it seems. The ways to get a modified license just do not seem as obvious as they potentially should be. I don't assume that those who created TGEA kits finished the kits and then contacted GG (Combat Kit, Game Mechanics Kit, ...)
So a general outline of how to approach GG for such a thing would be great.



To come back to the topic thought:

An RPG kit would be great, thought one focused at jp style RPGs only sounds a bit restricted in what it can do as most of such a kit would be unusable in a general RPG environment.
#23
04/14/2009 (5:30 pm)
@D.L. - Those statements are there to protect our IP. The main issue there is preventing non-Torque owners gaining access to Torque code through the purchase of starter kits or other products on a different site.

That being said, I manage all the Genre Kits we sell through the Developer Store and all the submissions from the community for products. It would be a very rare thing for me to turn down a kit that was of good quality. The only reason I would decline a kit is if we already had something in the works (any 3rd party product makers feel free to ping me if you are concerned about this) or if the quality simply wasn't there.

@Neil - That statement is there to protect our brand and will not be changed. We stand by what we said earlier in that we would evaluate changes/new GG logos that companies wanted to use for their game. In the end however we need to have control over our brand and make sure the Torque and GG name are displayed at a certain quality level.
#24
04/14/2009 (5:58 pm)
@Matt

I don't know, why should it be free? why not?

Sometimes peoples release things for free, sometimes it's whole operating systems.
#25
04/14/2009 (6:38 pm)
@Derek
Thank you for clarifying the issue so this thread doesn't blow up, lol. I figured that the main reason for the statement was to protect IP and to prevent engine code from being leaked out.

If I am understanding correctly, however, kits for Torque can be made by us, however distribution control is through GarageGames only to ensure that only the proper Torque owners have access to any and all code. Would this be a correct assumption?

Don't get me wrong, I agree with this 100%... simply trying to answer some questions for the community. :)

Getting back on topic, but on a similar note:
When this RPG kit is released, does that prevent another developer from having their RPG kit available?

Quote:An RPG kit would be great, thought one focused at jp style RPGs only sounds a bit restricted in what it can do as most of such a kit would be unusable in a general RPG environment.

I couldn't agree more, as it only serves a niche market within the RPG market... but keep up the good work. :D

#26
04/14/2009 (7:01 pm)
For the whole porting question. The RPG kit was orginialy developed with TGEA 1.7.1. With GG interest, they have asked me to develop it within T3D, hence granting me access to the read only repo. This tool is not being created for my own interest, yet for the community to enjoy. I hope this clears something up. But dont worry guys, GG will have something for you in April as they promise. Hang in tight guys :)

@Marc
Sorry for saying Japanese style, but the majority of Popular Linear RPG are turn base. Which I should have stated. With our complex script editor, and the use of our pre-scripted Event Commands, you can pretty much make any genre of RPG, from Turn base to even Realtime/Action RPG. But primarialy design for general turn base games. But if you are making something like Zelda 64. I'd recomment something different. I believe Ubiq Visuals is creating an Advanture kit.

@DL
Yes, it seems so. GG will most likely have it ready very shortly :)
#27
04/14/2009 (7:11 pm)
I've always had a soft spot for turn based games, going way back to Laser Squad, Xcom and Steel Panthers (google it, it's free). Admittedly none of those were RPGs, but hey, some old school gameplay styles still rock. I do like tactical role playing games.
#28
04/14/2009 (7:14 pm)
@Steve
Though steve this is design more towards a traditional Linear Turn base RPG. With scripting option you can pretty much turn it into a tactical RPG. The battle system is something that can totally be change and modified. Which is one of the beauty of this engine. This feature will be more so in the later version of release. We do have plans to release different battle system packs, or script packs down the row. Depending on what is the demand. :)
#29
04/14/2009 (7:26 pm)
@Julien
Most free products are release as a bonus feature, or because its open source/community base. We have a team of expirience programmers working hard on this kit. It would be impossible to ask them to work for free. This is not a community base projec, this tool is geared towards more higher level indie or commercial base projects.
#30
04/14/2009 (7:49 pm)
@Thanhda
With your response to Marc's concern, this kit seems to be very promising. Personally I'm no stranger to developing an RPG engine, but any good programmer will agree that there is no reason to reinvent code that is already out there. For the right price-point, your kit may well prove to be a good base for developers.

I don't think anyone here truly expects to take any starter kit as-is because every team has different wants and needs. It would be foolish for us to assume your team covered everything, lol. If you have the basics covered (inventory management, character management/advancement, NPC scripting, quest management, PC/NPC dialog system, etc.) I think you'll make a lot of people quite happy.
#31
04/14/2009 (9:25 pm)
Quote:Most free products are release as a bonus feature, or because its open source/community base. We have a team of expirience programmers working hard on this kit. It would be impossible to ask them to work for free. This is not a community base projec, this tool is geared towards more higher level indie or commercial base projects.

Are you saying free, open source, community based projects are anything less than something suitable for Indie or Commercial projects?

@Julien - I agree, free is better.
#32
04/14/2009 (9:34 pm)
@Tony
Sometimes free opensource code is sometimes definitely good. Not everyone is willing to work for free though. But in short, No this will not be a free product, sorry guys. :)
#33
04/14/2009 (9:42 pm)
I think you missed my point, but you'll understand soon enough.
#34
04/14/2009 (10:00 pm)
@Tony
Sorry I miss read your post. I understand what you said, and I guess take back what I said. There is always pros and cons to opensource, but thats for another thread for another time.

For it being free? I would love to have it that way, if you can find me the man power with skill to work on such task.
#35
04/14/2009 (10:13 pm)
Quote:For it being free? I would love to have it that way, if you can find me the man power with skill to work on such task.

That's what unpaid interns are for! Oh wait... you said with skill. :)
#36
04/14/2009 (10:49 pm)
Being a unpaid intern doesnt mean you dont have skills :)

Not saying im a unpaid intern, just saying :)
#37
04/14/2009 (11:04 pm)
As long as the kit doesn't end up being more costly than the engine, then I'm cool with paying for it (as long as it doesn't suck). Some people get pretty greedy with their kits/content packs.
#38
04/14/2009 (11:08 pm)
@Bo
Haha, I know... merely a joke. Now get me some coffee! (kidding of course) :P
#39
04/14/2009 (11:09 pm)
@Joe
I very much doubt we will charge more for the kit then the engine itself. We are gearing the kit for more commercial type of projects, but we will be sure to have an indie license for a very reasonnable price, I assure you that :)
#40
04/15/2009 (1:02 am)
Wow there's a lot of passion here, I personally won't be buying the kit (hate turn based games) but it's good to see starter kits coming for different genres.

@D.L. - We've had it confirmed by GG before regarding kits, the license prohibits creation of kits for their products to protect their IP and as for quality if we get crap products available and the developers then vanish the attention turns to GG to get them to sort it out so I can fully understand why they QA products.

As for creating a kit yourselves then GG would encourage it, more kits help with the popularity of their engine and products. So create your idea and then pitch it to GG where I'm sure they'll help with some reply as to what would need to change before they approved or suggestion of what they'd like to see included, etc.

I think you're on shakier ground if you try and create a kit that's the same as something already out there though.

As for distribution I don't believe it has to be through GG as the MMOKit and UbiqVisuals to name a couple are distributed through other sites too - these maybe just exceptions though.