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FPS rpg thingy


DiseasedPunk

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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.
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From a conversation:

 

greywolfbellamy (5:48:15 PM): there are a number of things I want to know

PunkBoarder404 (5:48:21 PM): shoot :D

greywolfbellamy (5:48:33 PM): can we customize effect bases

greywolfbellamy (5:48:37 PM): such as Magic

PunkBoarder404 (5:48:48 PM): yeah

PunkBoarder404 (5:48:56 PM): everything will be completely customizeable

greywolfbellamy (5:49:03 PM): from the tool set?

PunkBoarder404 (5:49:16 PM): yeah

greywolfbellamy (5:49:19 PM): okay

greywolfbellamy (5:49:26 PM): on models

PunkBoarder404 (5:49:35 PM): models/magic/the way magic looks/the user interface

PunkBoarder404 (5:49:37 PM): everything

PunkBoarder404 (5:49:39 PM): start up images

PunkBoarder404 (5:49:41 PM): movies

greywolfbellamy (5:49:45 PM): how will characters be constructed

greywolfbellamy (5:49:52 PM): with 3d max models like morrowind

PunkBoarder404 (5:49:58 PM): yes

PunkBoarder404 (5:50:00 PM): everything with max

PunkBoarder404 (5:50:04 PM): :/

greywolfbellamy (5:50:08 PM): will they be cut up into body parts

PunkBoarder404 (5:50:11 PM): nah

PunkBoarder404 (5:50:13 PM): entire meshes

greywolfbellamy (5:50:17 PM): hmm

PunkBoarder404 (5:50:18 PM): actually damn

greywolfbellamy (5:50:23 PM): If they were it would be nice

PunkBoarder404 (5:50:34 PM): we might have to do it in pieces for custom clothing

greywolfbellamy (5:50:39 PM): but make it so we can call a body part on a character

greywolfbellamy (5:50:45 PM): in game scripts

greywolfbellamy (5:50:51 PM):

PunkBoarder404 (5:50:52 PM): lol

PunkBoarder404 (5:50:53 PM): ok

greywolfbellamy (5:50:54 PM): chopping off arms

greywolfbellamy (5:50:57 PM): Legs

PunkBoarder404 (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 dismemberment

greywolfbellamy (5:51:32 PM): and vorpal killing

greywolfbellamy (5:51:36 PM): ah ... no head for you

greywolfbellamy (5:51:47 PM): also

greywolfbellamy (5:51:55 PM): object to object combination

greywolfbellamy (5:51:58 PM): for ridables

greywolfbellamy (5:52:19 PM): so you can attach one object to another via game script

PunkBoarder404 (5:52:32 PM): that would be pretty cool

greywolfbellamy (5:52:37 PM): and useful

greywolfbellamy (5:53:12 PM): can you hardcode multiple animation files available for models

greywolfbellamy (5:53:21 PM): basically if a flag is altered in game on the model

greywolfbellamy (5:53:31 PM): it uses a different animation file

PunkBoarder404 (5:53:34 PM): that would be easy to implement

greywolfbellamy (5:53:39 PM): and useful

greywolfbellamy (5:53:43 PM): for riding etc.

PunkBoarder404 (5:53:43 PM): lol yeah

greywolfbellamy (5:53:50 PM): your riding

greywolfbellamy (5:53:56 PM): it clicks new animation file

PunkBoarder404 (5:53:59 PM): still we have the problem of not having graphics artists :P

 

greywolfbellamy (5:54:01 PM): for the ridable animations

PunkBoarder404 (5:54:02 PM): for humans

greywolfbellamy (5:54:10 PM): that is okay ...

greywolfbellamy (5:54:13 PM): we'll work it out

PunkBoarder404 (5:54:16 PM): yeah

greywolfbellamy (5:54:22 PM): also ...

PunkBoarder404 (5:54:26 PM): hmm...everquest started out with shitty graphics

PunkBoarder404 (5:54:35 PM): and it is the hugest thing yet

greywolfbellamy (5:54:46 PM): we want flags for effects

greywolfbellamy (5:54:58 PM): You know how in morrowind

greywolfbellamy (5:55:13 PM): if an effect unless its a curse spell is applied to you it shows up on the meter

greywolfbellamy (5:55:26 PM): I want effects not to show a symbol if I flag the effect

greywolfbellamy (5:55:38 PM): so no matter where it is in spell whatever

greywolfbellamy (5:55:48 PM): it does not acknowledge its existance to the player

PunkBoarder404 (5:55:54 PM): hmm

PunkBoarder404 (5:55:55 PM): well

greywolfbellamy (5:55:55 PM): but the effect is still there

greywolfbellamy (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 engine

greywolfbellamy (5:56:15 PM): which will be you for us

greywolfbellamy (5:56:16 PM): so

PunkBoarder404 (5:56:25 PM): something similar to CreateSymbol(x,y, call function)

greywolfbellamy (5:56:38 PM): okay

greywolfbellamy (5:56:41 PM): onto weather

greywolfbellamy (5:56:48 PM): can we have some realistic lightning please

greywolfbellamy (5:56:58 PM): instead of just flashing the screen

greywolfbellamy (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): :P

greywolfbellamy (5:58:09 PM): ...

PunkBoarder404 (5:58:11 PM): and make it appear far away

PunkBoarder404 (5:58:18 PM): know what i mean?

greywolfbellamy (5:58:23 PM): more like an animation I am looking at

PunkBoarder404 (5:58:29 PM): hmm one sec

greywolfbellamy (5:58:35 PM): as it flash and a bolt of lightning streaks down

greywolfbellamy (5:58:42 PM): er as a bolt of lightning

greywolfbellamy (6:00:12 PM): streaks down

PunkBoarder404 (6:00:57 PM): back

greywolfbellamy (6:01:02 PM): realism

PunkBoarder404 (6:01:02 PM): im not sure how but there must be a way

greywolfbellamy (6:01:16 PM): try for as much realism as you possible can

greywolfbellamy (6:01:21 PM): people like being sucked in

greywolfbellamy (6:01:26 PM): like gravity ...

PunkBoarder404 (6:01:30 PM): its all about game play :P

PunkBoarder404 (6:01:31 PM): well

greywolfbellamy (6:01:33 PM): that might be a plus

PunkBoarder404 (6:01:34 PM): ok yeah

greywolfbellamy (6:01:39 PM): make it flaggable

greywolfbellamy (6:01:49 PM): and adjustable amounts in the toolset

greywolfbellamy (6:01:59 PM): like I had a game

greywolfbellamy (6:02:04 PM): I modded for heavy gravity

PunkBoarder404 (6:02:18 PM): for gravity, people will give the graviational constant for each area they create

greywolfbellamy (6:02:19 PM): you couldn't jump

greywolfbellamy (6:02:26 PM): nice

greywolfbellamy (6:02:38 PM): blowback?

PunkBoarder404 (6:02:39 PM): and it will be governed by mg

PunkBoarder404 (6:02:43 PM): sure yeah

PunkBoarder404 (6:02:58 PM): people will be able to write custom attacks too for each creature

PunkBoarder404 (6:03:25 PM): and dialague is made for EACH npc. not just set sayings for groups

greywolfbellamy (6:03:42 PM): though I would make it available to group process

greywolfbellamy (6:03:58 PM): basically you can set certain topics for group

greywolfbellamy (6:04:05 PM): it process the information to the npc

greywolfbellamy (6:04:14 PM): then you go and have a starting point for editing the npcs

PunkBoarder404 (6:04:21 PM): too hard to set up : (

greywolfbellamy (6:04:22 PM): so you can add in accents whatever

greywolfbellamy (6:04:37 PM): then make it so you can group as well as individualize

greywolfbellamy (6:04:47 PM): basic greetings like

greywolfbellamy (6:04:50 PM): Who are you

greywolfbellamy (6:04:52 PM): etc.

PunkBoarder404 (6:04:53 PM): ahh

greywolfbellamy (6:05:02 PM): of a racial area on a randomized factor

greywolfbellamy (6:05:05 PM): would A

greywolfbellamy (6:05:10 PM): lessen size

greywolfbellamy (6:05:22 PM): thus saving some resource area for the game

greywolfbellamy (6:05:34 PM): and B make some areas easier

greywolfbellamy (6:05:45 PM): ... make it like MW dialogue set up almost

greywolfbellamy (6:05:54 PM): you can define individual dialogue as well as group

greywolfbellamy (6:06:00 PM): ... but make it better :P

 

Guess who was speaking :P

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