Plan for Ramen Sama
by Cinder Games · 11/09/2005 (12:10 am) · 4 comments
As some of you may know,I'm working on making a Single Player, Console Style RPG.
Well i've been busy. Had to take a step back from working on my Battle system cause it was lacking stat modifying equipment.

I made it so the battle area is dynamically created and destoryed so i could "do my battle" then go back to what i was doing in the main map. Got that flowing back and forth with no more issues.
So i sought out to get items, both consumable and equipable. the results are promising. I also spent a few days making menus to work with these new items. I should state i'm not using the torque item class or anything for my items. they are ScriptObjects.
Here's some pics of the menu in progress. I got sick of the defaultwindow.png so i threw one together quick.



I should also state this "game" is being designed to be controlled via GamePad only. Sure keyboard and mouse gives you "more control", but this is being designed like a console game. I feel game pads are easier to use, less buttons to remeber and all that. So all navigation is done via it.
So i also made a tree. Trees are a pain to make. the leaves are layered, so you gotta make sure they get Z-sorted properly and all that junk. Here's my first attempt at making a tree.



the tree is less then 100 polys i believe. has an ambient animation. It's a bare trunk, with mounted "leaf poofs" on it. I got two different style "poofs". Do ignore the minmap. It's setup to work with a different loaded area. i just didn't disable it.
Well i've been busy. Had to take a step back from working on my Battle system cause it was lacking stat modifying equipment.

I made it so the battle area is dynamically created and destoryed so i could "do my battle" then go back to what i was doing in the main map. Got that flowing back and forth with no more issues.
So i sought out to get items, both consumable and equipable. the results are promising. I also spent a few days making menus to work with these new items. I should state i'm not using the torque item class or anything for my items. they are ScriptObjects.
Here's some pics of the menu in progress. I got sick of the defaultwindow.png so i threw one together quick.



I should also state this "game" is being designed to be controlled via GamePad only. Sure keyboard and mouse gives you "more control", but this is being designed like a console game. I feel game pads are easier to use, less buttons to remeber and all that. So all navigation is done via it.
So i also made a tree. Trees are a pain to make. the leaves are layered, so you gotta make sure they get Z-sorted properly and all that junk. Here's my first attempt at making a tree.



the tree is less then 100 polys i believe. has an ambient animation. It's a bare trunk, with mounted "leaf poofs" on it. I got two different style "poofs". Do ignore the minmap. It's setup to work with a different loaded area. i just didn't disable it.
About the author
#2
currently using it for a revive type item ;)
11/09/2005 (1:09 pm)
yeah viagra!case "Viagra": %newitem.Use="Revive 100%"; %newItem.type="common"; %newItem.Desc="Gets your Stiff Self Back up to life."; %newItem.Value="10";
currently using it for a revive type item ;)
#3
I am planning on making a similar type of game (minus the gamepad), but my implementation for a prototype is going slow, because I am going to need books (3D game programming all in one, and the advanced version) for learning my way around the engine (I don't have time to read trhough 300,000 lines of code).
I am curious about your load/save - are you going to do it in script? Does Torquescript have support for binary file output (I imagine not or at least not the way C++ does, because Torquescript is a typeless language)? I was planning on doing my loads and savegames in C++ because I can read and write in binary streams, therefore the save files on the HD would be a lot harder for cheaters to hack. I'd imagine that C++ cannot access script objects (although I could be very wrong), so it looks like I'm defining a lot of my objects in C++.
11/18/2005 (3:04 am)
Very neat. Great job so far, I see things are coming together for you.I am planning on making a similar type of game (minus the gamepad), but my implementation for a prototype is going slow, because I am going to need books (3D game programming all in one, and the advanced version) for learning my way around the engine (I don't have time to read trhough 300,000 lines of code).
I am curious about your load/save - are you going to do it in script? Does Torquescript have support for binary file output (I imagine not or at least not the way C++ does, because Torquescript is a typeless language)? I was planning on doing my loads and savegames in C++ because I can read and write in binary streams, therefore the save files on the HD would be a lot harder for cheaters to hack. I'd imagine that C++ cannot access script objects (although I could be very wrong), so it looks like I'm defining a lot of my objects in C++.
#4
11/18/2005 (7:11 am)
I'm using torque script for my saving/loading. using the FileObject type. i'm not concerned much about security at this point, so i'm just saving them as text files. I try not to muck around the engine. but i can say that the 3d programming all in one book refers mostly to TorqueScript. The one i have doesn't really have anything as far as C++ goes. So if you're buying for the C++ side of it, you're gonna be surprised. That said, torqueScript if very powerful. ive done 95% of my stuff with it. It's easier to work with, and faster to implement. You can always use Encoding on the text files to keep hackers at bay. That's what my plan is gonna be in the long run. All my files will be in encoded Zips.
Torque Owner Chris Labombard
Premium Preferred
Nice tree ;)