I''m currently working on an anime RPG.
The graphics will be 3D. The game puts emphasis both on story and fighting. You have a bunch of characters (6 at my last count) with quite ... unique ... personalities. For example, the main character is skilled in fire magics and a true pyromaniac and likes to think of herself as a demon, while another character is a mega-religious paladin. We also have an undead cat, an android (female), an uber-1337 geek and a panda.
What?! You''re still reading this?
No, there''s nothing to see of it yet. Nearly nothing. I''ve been messing around with the engine in my rare spare time lately (it doesn''t do anything much yet ). (I''ve never done game programming before, so this is gonna take *some* time.)
Well, there are some pics of some of the characters available at http://members.tripod.de/KDR_11k . (That is because my friend does the modeling, while I have to do all the coding.)
I also work on a text-adventure engine. I have something running there (well, not anymore, since I started working on it again), but I won''t show you because it''s embarassing *g*. A game basically contains of questions, whose answers lead to other questions. Not really great.
However, I plan to expand it to 2d-point-and-click sometime.
Dunno when that will be.
Wow, that was a long one.
"Reality is merely an illusion, albeit a very persistent one." (Albert Einstein)
My Homepage
Current Project everyone?
---Just trying to be helpful.Sebastian Beschkehttp://randomz.heim.at/
"anything we do in software is because it''s invented in house and there is no support for it in hardware yet and anything we do in hardware is requiring the GeForce FX minimum for features."
ermm...you know they make this cool thing now called a Radeon 9700.
It''s like a GF FX except that it''s actually available to people.
Geez...what do you think that annoying banner a month or two ago
was about?
-Hyatus
"da da da"
ermm...you know they make this cool thing now called a Radeon 9700.
It''s like a GF FX except that it''s actually available to people.
Geez...what do you think that annoying banner a month or two ago
was about?
-Hyatus
"da da da"
I sort of have two projects going, my 3D engine, and an RPG to make with it. (and I have a more professional project, this a personal side thing)
No need to talk about the engine (as much as I'd like to ), but the RPG is interesting. It has a lot of things which are not like a standard RPG, and the battle system is a cool mix of several older types mixed with original features. The plot isn't your classic "I'm the hero going to go kill the big evil bad guy with my friends!", instead you are strung along in the middle of conflicts between 4 world powers, the building up too and duration of a war between them (free for all!). It's actually more of an FPS storyline in RPG format :D It also tosses away typical token "fantasy" things. For example, people treat magic as "yeah it's magic, so what?" instead of "super mystical oooooh aaaaaaah".
The plot is split into 3 acts, and in each one the amount the user affects the plot is different. In the first, you go through branching storylines depending on which characters you choose to join up with and switch between throughout it. In the second, you get a full act in which things happen to you depending on what stuff you did in the first. And in the 3rd, you have a great amount of freedom to end the game the way you want too.
Battle mixes elements from: Chrono Trigger, in the way you see enemies before hand, there are multi-character moves, and moves which target enemies in a certain direction. Tactic's Orge, in the way terrain and movement plays a huge role in battle. Practically-any-Square-or-Enix-RPG, in that battles are turned based with the traditional method of selecting attacks and you take turns team by team and different characters have different sets of extra skills.
Then it adds in: A unique magic system focusing more on using magic strategically than just a different looking attack, which comes with a totally revamped MP system that is much more than mere numbers. An original, refreshing, and active status system, which replaces the old, boring, barely used, "sleep, mute, petrify,etc" system. The ability to have more than 2 teams in battle, and a movement system which allows you to sheild yourself with obstacles, climb up onto walls, and generally get a lot more involved.
If anyone wants more info, I can send what design docs I have which go into detail about the gameplay, but they're a little thin on the plot at this point.
------------
MSN: nmaster42@hotmail.com, AIM: LockePick42, ICQ: 74128155
"It's all part of the conspiracy of conspirators conspiring to conspire their own conspiracies..."
[edited by - LockePick on December 18, 2002 7:56:25 PM]
No need to talk about the engine (as much as I'd like to ), but the RPG is interesting. It has a lot of things which are not like a standard RPG, and the battle system is a cool mix of several older types mixed with original features. The plot isn't your classic "I'm the hero going to go kill the big evil bad guy with my friends!", instead you are strung along in the middle of conflicts between 4 world powers, the building up too and duration of a war between them (free for all!). It's actually more of an FPS storyline in RPG format :D It also tosses away typical token "fantasy" things. For example, people treat magic as "yeah it's magic, so what?" instead of "super mystical oooooh aaaaaaah".
The plot is split into 3 acts, and in each one the amount the user affects the plot is different. In the first, you go through branching storylines depending on which characters you choose to join up with and switch between throughout it. In the second, you get a full act in which things happen to you depending on what stuff you did in the first. And in the 3rd, you have a great amount of freedom to end the game the way you want too.
Battle mixes elements from: Chrono Trigger, in the way you see enemies before hand, there are multi-character moves, and moves which target enemies in a certain direction. Tactic's Orge, in the way terrain and movement plays a huge role in battle. Practically-any-Square-or-Enix-RPG, in that battles are turned based with the traditional method of selecting attacks and you take turns team by team and different characters have different sets of extra skills.
Then it adds in: A unique magic system focusing more on using magic strategically than just a different looking attack, which comes with a totally revamped MP system that is much more than mere numbers. An original, refreshing, and active status system, which replaces the old, boring, barely used, "sleep, mute, petrify,etc" system. The ability to have more than 2 teams in battle, and a movement system which allows you to sheild yourself with obstacles, climb up onto walls, and generally get a lot more involved.
If anyone wants more info, I can send what design docs I have which go into detail about the gameplay, but they're a little thin on the plot at this point.
------------
MSN: nmaster42@hotmail.com, AIM: LockePick42, ICQ: 74128155
"It's all part of the conspiracy of conspirators conspiring to conspire their own conspiracies..."
[edited by - LockePick on December 18, 2002 7:56:25 PM]
_______________________________________Pixelante Game Studios - Fowl Language
December 18, 2002 10:44 PM
quote: Original post by LockePick
It also tosses away typical token "fantasy" things. For example, people treat magic as "yeah it''s magic, so what?" instead of "super mystical oooooh aaaaaaah".
Maybe it''s just me, but aren''t most characters in RPG''s blase about magic?
I'm working on a game called Pencil Whipped, A FPS that's totally hand drawn in black and white and looks like pencil on white paper. I stopped development for a while because my workstation was ready for the old folks home. I recently got a screamer and have now continued development. I've recentely been asked to speak at Siggraph 2003 in San Diego in July. I'm wrestling with the cost vs. fun factor right now.
Lon Flickinger
[edited by - chiselbrain on December 20, 2002 5:14:37 PM]
Lon Flickinger
[edited by - chiselbrain on December 20, 2002 5:14:37 PM]
Originally I set out to build a simulation of the 60''s.
But,I was quickly educated about game ideas,and how they mean absolutely nothing to any one but your self.
So,now I''m working on concept art,docs and web content to eventually have something that looks professional and shows my commitment to making it happen......in hope that at some point I get things heading in a forward direction.
But,I was quickly educated about game ideas,and how they mean absolutely nothing to any one but your self.
So,now I''m working on concept art,docs and web content to eventually have something that looks professional and shows my commitment to making it happen......in hope that at some point I get things heading in a forward direction.
inspired by this game: http://necrobones.com/atrobots/
and also an interest in artificial intelligence.
although a lil disgruntled by this game: http://robotbattle.com/
graphics: 640x480x32, top-down
through a scripting language that''s like a slimmed down C, you program the A.I. for a robot. it can scan for other bots, communicate through airwaves with other bots, and fire a HUGE-AND-CRAZILY-CUSTOMIZABLE weapon set. you also design your bot - armor, speed/acceleration, shields, etc.
i have an idea for some type of chemical system in my game, where you would put chemicals together and depending on the elements/sequence you could discover stronger chemicals (better armor? more harming bullets?), hotter burning liquid (for that flame thrower), etc. however, as of now, i dont see anyway to keep some hacker from just viewing the source and finding exactly what mixes together for what. (and ive thought of lots of ways to keep them from doing this, one-way-hash functions, etc. but i just dont see a foolproof way, oh well...)
single player mode: not quite sure here yet. although i imagine you program your bot to take commands through clicking on the screen or the keyboard. so its semi-autonomous. you dont control it completely, just give it commands and locations (through the mouse). story-line? who knows.
multi-player mode: have tournaments of bots; everybody against everybody until one bot is left, capture the flag with teams of 3 bots, i could even implement racing as well. exchange and swap bots, or fight through a LAN or the internet.
perhaps not a game for everybody, it could be a game for programmers.
development is going slow due to i just started and i have work, college, social life, and other responsibilities. but i love the idea, its my dream game (as of now).
- jeremiah
inlovewithGod.com
and also an interest in artificial intelligence.
although a lil disgruntled by this game: http://robotbattle.com/
graphics: 640x480x32, top-down
through a scripting language that''s like a slimmed down C, you program the A.I. for a robot. it can scan for other bots, communicate through airwaves with other bots, and fire a HUGE-AND-CRAZILY-CUSTOMIZABLE weapon set. you also design your bot - armor, speed/acceleration, shields, etc.
i have an idea for some type of chemical system in my game, where you would put chemicals together and depending on the elements/sequence you could discover stronger chemicals (better armor? more harming bullets?), hotter burning liquid (for that flame thrower), etc. however, as of now, i dont see anyway to keep some hacker from just viewing the source and finding exactly what mixes together for what. (and ive thought of lots of ways to keep them from doing this, one-way-hash functions, etc. but i just dont see a foolproof way, oh well...)
single player mode: not quite sure here yet. although i imagine you program your bot to take commands through clicking on the screen or the keyboard. so its semi-autonomous. you dont control it completely, just give it commands and locations (through the mouse). story-line? who knows.
multi-player mode: have tournaments of bots; everybody against everybody until one bot is left, capture the flag with teams of 3 bots, i could even implement racing as well. exchange and swap bots, or fight through a LAN or the internet.
perhaps not a game for everybody, it could be a game for programmers.
development is going slow due to i just started and i have work, college, social life, and other responsibilities. but i love the idea, its my dream game (as of now).
- jeremiah
inlovewithGod.com
quote: Maybe it''s just me, but aren''t most characters in RPG''s blase about magic?
Usually the ones who use it, but they are usually treated by the rest of society like weirdos My idea was to have the entire world accustomed to it, just like we wouldn''t be shocked by the sight of an electrical appliance today (no pun intended ). It''s always seemed to me like when someone in an RPG saw a magic user, it was a very impressive and memorable thing. Perhaps I just haven''t played the right games?
------------
MSN: nmaster42@hotmail.com, AIM: LockePick42, ICQ: 74128155
"It''s all part of the conspiracy of conspirators conspiring to conspire their own conspiracies..."
_______________________________________Pixelante Game Studios - Fowl Language
I''m working (well, have been working *very* slowly for the last 2 years) on a very simple 3D racing game. The things you drive are little space-pods, aka "spheres," and the tracks are tunnels. There is no gravity (though there are "black holes" that pull on marbles within a radius of 30m or so), so there are tons of possibilities for fun track shapes. It''s multiplayer over the internet or lan. I have very high hopes for how it will turn out. While not very marketable, I will just be so pressed when I finish it. So far I have rudimentary collision detection and marble control down, as well as a server architecture and working netplay. Sweet! Ah yes, it uses DX 8.. I recently ported it to DX from OpenGL because I was sort of stuck on the actual game and felt like doing something more or less mindless.
--Riley
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement