DiseasedPunk Posted March 13, 2004 Share Posted March 13, 2004 Ok, yeah so my final college project is coming up for my programming class and a few of us(6) are grouping up to build a pretty cool(opinion) project. We decided on making an open source(thank us later) engine for a first person RPG. The thing is it will be moddable and have networking support via direct play(so yay multiplayer). The graphics are not gonna be anything like morrowind btw : P. Think more like DAOC. Also it will be entirely module based with seperate areas loading for cities and dungeons and whatever. The reason im posting this here is to get comments from gamers (you hopefully). What i'm wondering is if such an engine/module builder would be of interest to anyone. We're also making it so you can't cheat in an unfair way. Before saving "areas" that are created, the area is scanned for cheesiness meaning, if you have some armor that you made with awesome stats, dropping off of some really easy creature, the "area" will be marked, it will be able to be played but you won't be able to save your characters progress if you play through it. Also if anyone tries to hack the character save file (which will be hidden within lumps of other compressed data) the program will scan and detect it and won't load it for approved areas. This isn't to piss people off...but honestly a game isn't fun if stuff is just handed to you. Ok so yeah this is a college project and wont interfear with any mods im working on :P. Now tell me how awful it sounds and what we should change to appease the masses. Link to comment Share on other sites More sharing options...
Greywolf Posted March 14, 2004 Share Posted March 14, 2004 From a conversation: greywolfbellamy (5:48:15 PM): there are a number of things I want to knowPunkBoarder404 (5:48:21 PM): shoot :Dgreywolfbellamy (5:48:33 PM): can we customize effect basesgreywolfbellamy (5:48:37 PM): such as MagicPunkBoarder404 (5:48:48 PM): yeahPunkBoarder404 (5:48:56 PM): everything will be completely customizeablegreywolfbellamy (5:49:03 PM): from the tool set?PunkBoarder404 (5:49:16 PM): yeahgreywolfbellamy (5:49:19 PM): okaygreywolfbellamy (5:49:26 PM): on modelsPunkBoarder404 (5:49:35 PM): models/magic/the way magic looks/the user interfacePunkBoarder404 (5:49:37 PM): everythingPunkBoarder404 (5:49:39 PM): start up imagesPunkBoarder404 (5:49:41 PM): moviesgreywolfbellamy (5:49:45 PM): how will characters be constructedgreywolfbellamy (5:49:52 PM): with 3d max models like morrowindPunkBoarder404 (5:49:58 PM): yesPunkBoarder404 (5:50:00 PM): everything with maxPunkBoarder404 (5:50:04 PM): :/greywolfbellamy (5:50:08 PM): will they be cut up into body partsPunkBoarder404 (5:50:11 PM): nahPunkBoarder404 (5:50:13 PM): entire meshesgreywolfbellamy (5:50:17 PM): hmmPunkBoarder404 (5:50:18 PM): actually damngreywolfbellamy (5:50:23 PM): If they were it would be nicePunkBoarder404 (5:50:34 PM): we might have to do it in pieces for custom clothinggreywolfbellamy (5:50:39 PM): but make it so we can call a body part on a charactergreywolfbellamy (5:50:45 PM): in game scriptsgreywolfbellamy (5:50:51 PM):PunkBoarder404 (5:50:52 PM): lolPunkBoarder404 (5:50:53 PM): okgreywolfbellamy (5:50:54 PM): chopping off armsgreywolfbellamy (5:50:57 PM): LegsPunkBoarder404 (5:50:57 PM): @@greywolfbellamy (5:50:58 PM): etc.greywolfbellamy (5:51:27 PM): if we can called bodyparts in a specific model ... we can place a script that will allow dismembermentgreywolfbellamy (5:51:32 PM): and vorpal killinggreywolfbellamy (5:51:36 PM): ah ... no head for yougreywolfbellamy (5:51:47 PM): alsogreywolfbellamy (5:51:55 PM): object to object combinationgreywolfbellamy (5:51:58 PM): for ridablesgreywolfbellamy (5:52:19 PM): so you can attach one object to another via game scriptPunkBoarder404 (5:52:32 PM): that would be pretty coolgreywolfbellamy (5:52:37 PM): and usefulgreywolfbellamy (5:53:12 PM): can you hardcode multiple animation files available for modelsgreywolfbellamy (5:53:21 PM): basically if a flag is altered in game on the modelgreywolfbellamy (5:53:31 PM): it uses a different animation filePunkBoarder404 (5:53:34 PM): that would be easy to implementgreywolfbellamy (5:53:39 PM): and usefulgreywolfbellamy (5:53:43 PM): for riding etc.PunkBoarder404 (5:53:43 PM): lol yeahgreywolfbellamy (5:53:50 PM): your ridinggreywolfbellamy (5:53:56 PM): it clicks new animation filePunkBoarder404 (5:53:59 PM): still we have the problem of not having graphics artists :P greywolfbellamy (5:54:01 PM): for the ridable animationsPunkBoarder404 (5:54:02 PM): for humansgreywolfbellamy (5:54:10 PM): that is okay ...greywolfbellamy (5:54:13 PM): we'll work it outPunkBoarder404 (5:54:16 PM): yeahgreywolfbellamy (5:54:22 PM): also ...PunkBoarder404 (5:54:26 PM): hmm...everquest started out with shitty graphicsPunkBoarder404 (5:54:35 PM): and it is the hugest thing yetgreywolfbellamy (5:54:46 PM): we want flags for effectsgreywolfbellamy (5:54:58 PM): You know how in morrowindgreywolfbellamy (5:55:13 PM): if an effect unless its a curse spell is applied to you it shows up on the metergreywolfbellamy (5:55:26 PM): I want effects not to show a symbol if I flag the effectgreywolfbellamy (5:55:38 PM): so no matter where it is in spell whatevergreywolfbellamy (5:55:48 PM): it does not acknowledge its existance to the playerPunkBoarder404 (5:55:54 PM): hmmPunkBoarder404 (5:55:55 PM): wellgreywolfbellamy (5:55:55 PM): but the effect is still theregreywolfbellamy (5:56:05 PM): know what I am saying ...PunkBoarder404 (5:56:05 PM): something like that will be made by the person coding in the enginegreywolfbellamy (5:56:15 PM): which will be you for usgreywolfbellamy (5:56:16 PM): soPunkBoarder404 (5:56:25 PM): something similar to CreateSymbol(x,y, call function)greywolfbellamy (5:56:38 PM): okaygreywolfbellamy (5:56:41 PM): onto weathergreywolfbellamy (5:56:48 PM): can we have some realistic lightning pleasegreywolfbellamy (5:56:58 PM): instead of just flashing the screengreywolfbellamy (5:57:24 PM): is that possible?PunkBoarder404 (5:57:34 PM): or CreateMenu(x,y, style, button1, button2...button.., bunch of other customization)PunkBoarder404 (5:58:00 PM): well we can make lightning pictures appear "in front of the player"PunkBoarder404 (5:58:03 PM): :Pgreywolfbellamy (5:58:09 PM): ...PunkBoarder404 (5:58:11 PM): and make it appear far awayPunkBoarder404 (5:58:18 PM): know what i mean?greywolfbellamy (5:58:23 PM): more like an animation I am looking atPunkBoarder404 (5:58:29 PM): hmm one secgreywolfbellamy (5:58:35 PM): as it flash and a bolt of lightning streaks downgreywolfbellamy (5:58:42 PM): er as a bolt of lightninggreywolfbellamy (6:00:12 PM): streaks downPunkBoarder404 (6:00:57 PM): backgreywolfbellamy (6:01:02 PM): realismPunkBoarder404 (6:01:02 PM): im not sure how but there must be a waygreywolfbellamy (6:01:16 PM): try for as much realism as you possible cangreywolfbellamy (6:01:21 PM): people like being sucked ingreywolfbellamy (6:01:26 PM): like gravity ...PunkBoarder404 (6:01:30 PM): its all about game play :PPunkBoarder404 (6:01:31 PM): wellgreywolfbellamy (6:01:33 PM): that might be a plusPunkBoarder404 (6:01:34 PM): ok yeahgreywolfbellamy (6:01:39 PM): make it flaggablegreywolfbellamy (6:01:49 PM): and adjustable amounts in the toolsetgreywolfbellamy (6:01:59 PM): like I had a gamegreywolfbellamy (6:02:04 PM): I modded for heavy gravityPunkBoarder404 (6:02:18 PM): for gravity, people will give the graviational constant for each area they creategreywolfbellamy (6:02:19 PM): you couldn't jumpgreywolfbellamy (6:02:26 PM): nicegreywolfbellamy (6:02:38 PM): blowback?PunkBoarder404 (6:02:39 PM): and it will be governed by mgPunkBoarder404 (6:02:43 PM): sure yeahPunkBoarder404 (6:02:58 PM): people will be able to write custom attacks too for each creaturePunkBoarder404 (6:03:25 PM): and dialague is made for EACH npc. not just set sayings for groupsgreywolfbellamy (6:03:42 PM): though I would make it available to group processgreywolfbellamy (6:03:58 PM): basically you can set certain topics for groupgreywolfbellamy (6:04:05 PM): it process the information to the npcgreywolfbellamy (6:04:14 PM): then you go and have a starting point for editing the npcsPunkBoarder404 (6:04:21 PM): too hard to set up : (greywolfbellamy (6:04:22 PM): so you can add in accents whatevergreywolfbellamy (6:04:37 PM): then make it so you can group as well as individualizegreywolfbellamy (6:04:47 PM): basic greetings likegreywolfbellamy (6:04:50 PM): Who are yougreywolfbellamy (6:04:52 PM): etc.PunkBoarder404 (6:04:53 PM): ahhgreywolfbellamy (6:05:02 PM): of a racial area on a randomized factorgreywolfbellamy (6:05:05 PM): would Agreywolfbellamy (6:05:10 PM): lessen sizegreywolfbellamy (6:05:22 PM): thus saving some resource area for the gamegreywolfbellamy (6:05:34 PM): and B make some areas easiergreywolfbellamy (6:05:45 PM): ... make it like MW dialogue set up almostgreywolfbellamy (6:05:54 PM): you can define individual dialogue as well as groupgreywolfbellamy (6:06:00 PM): ... but make it better :P Guess who was speaking :P Link to comment Share on other sites More sharing options...
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