Arcane FX and Persistent RPG framework
by Dr Doolittle · 01/18/2009 (5:12 am) · 8 comments
As a part of a pre-prototype tech demo, we intend to use Arcane FX w/ 1.52, to deliver a persistent RGP Framework which employs MS-SQL integration, built into the engine, with exposure to scripting level. This persistent database will be used to deliver Login/Auth, Quest/Dialog system, and skills/stats/exp and leveling, weapon and item stats, and perhaps even player GUI based inventory. The code will be made available to the community.
Additionally, a further goal is the introduction of melee style combat, and ranged combat(without spells).
Additionally, a further goal is the introduction of melee style combat, and ranged combat(without spells).
#4
01/18/2009 (3:01 pm)
It seems the base-game engine was created with only FPS in mind. It has been a very difficult journey for me to understand and implement the "very" basic needs for the RPG that I have been trying to create. This is why I think that GG should try to recreate the next version with more backing for RPG creators because if you are able to create an RPG with the engine then you definitely could create an FPS, and so this would kill two birds with one stone. The melee style combat has always been an issue. I hope the best of luck for the challenges you have set, but just know that it is no simple task by any means.
#5
01/18/2009 (8:35 pm)
your going to have to watch what you post as code and where..especially if you're integrating afx
#6
Why is the melee style combat an issue for an RPG? If you're doing rules-based combat, like most MMOs, as long as your close enough, should't that be good enough?
01/19/2009 (8:09 am)
Dream Pharoah,Why is the melee style combat an issue for an RPG? If you're doing rules-based combat, like most MMOs, as long as your close enough, should't that be good enough?
#7
My brain doesn't seem to wrap around object-based code very well, I guess I need to find a video resource for coding so that I can see it.
01/19/2009 (11:26 am)
Rule based combat (I am assuming you mean the player has a turn and then the enemies get to attack vise-versa) is one way of doing it, but actually I am trying to make more of a real-time combat RPG. I like rule based RPG's a lot though and so I have not ruled it out entirely. It is just with the books that I bought to the tutorials etc it seems that the support and direction is always for creating a form of FPS game, and rarely do they explore melee combat. Right now I am having fun making the settlement, caves, elements of environment, and so I have put coding on the back-burner. My brain doesn't seem to wrap around object-based code very well, I guess I need to find a video resource for coding so that I can see it.
#8
Thanks,
Nerfster
01/20/2009 (2:59 am)
Oh that bit about being careful about what source code I release has me worried about liability .. Can a dev answer this one please? I would only be trying to be of help.Thanks,
Nerfster

Torque 3D Owner Eric Clausing