Any advice for RPG development?
by Romano Del Vecchio · in Torque Game Engine · 03/10/2005 (3:37 am) · 17 replies
Topic says all.
#2
03/10/2005 (6:35 am)
The RTS-SK really has nothing to do with Role Playing Games. It does however provide an excellent foundation for Real Time Strategy Games.
#3
03/10/2005 (6:38 am)
The camera code and group management plus mouse selection would be helpful. But it's in no way a solution for creating a RPG.
#4
[flamesuit=on]
what we really need is a RPG starter kit
People might start screaming "project dependent!" "project dependent!"
but there IS a 'starting point' for an RPG that could be done ala the other starter kits...
[] a simple yet extensible skill/ability system
[] character creation (face,hair, body, cloths, etc)
[] scripted NPCs that can take any role (shopkeeper, guard,
[] "monster" AI for simple creatures that you can train against (level up)
[/flamesuit]
Maybe my book
Would help with #1 at least *rubs chin*
03/10/2005 (8:29 pm)
Its perhaps a better start than the FPS starter kit, but...[flamesuit=on]
what we really need is a RPG starter kit
People might start screaming "project dependent!" "project dependent!"
but there IS a 'starting point' for an RPG that could be done ala the other starter kits...
[] a simple yet extensible skill/ability system
[] character creation (face,hair, body, cloths, etc)
[] scripted NPCs that can take any role (shopkeeper, guard,
[] "monster" AI for simple creatures that you can train against (level up)
[/flamesuit]
Maybe my book
#5
All the 4 items you mentioned, plus:
Have a basic stat system for tracking strength, agility, etc. - in addition to the skill/ability system mentioned above
Basic quest system handler - most quests would probably be scripted, but would need something to handle the basics of adding a quest, completing a quest, etc.
Better inventory handling than what an FPS would normally use. Most RPGs use bags and backpacks, along with a banking system of some sort.
Basic tradeskill system - again, this would probably be scripted, but need something to handle the basics of learning a skill, combining items to make other items, etc..
Didn't the GG guys mention that they were planning one down the road somewhere?
03/11/2005 (6:57 am)
I agree, there could easily be an RPG starter kit.All the 4 items you mentioned, plus:
Have a basic stat system for tracking strength, agility, etc. - in addition to the skill/ability system mentioned above
Basic quest system handler - most quests would probably be scripted, but would need something to handle the basics of adding a quest, completing a quest, etc.
Better inventory handling than what an FPS would normally use. Most RPGs use bags and backpacks, along with a banking system of some sort.
Basic tradeskill system - again, this would probably be scripted, but need something to handle the basics of learning a skill, combining items to make other items, etc..
Didn't the GG guys mention that they were planning one down the road somewhere?
#6
I'd recommend abstracting everything, though to keep it from being implementation specific. "Containers" versus "bags", etc. A stat and skill system with no causal links (though with the ability to create causal links easily depending on how you wish to weight the system).
03/11/2005 (8:35 am)
A RPG Pack is in development.I'd recommend abstracting everything, though to keep it from being implementation specific. "Containers" versus "bags", etc. A stat and skill system with no causal links (though with the ability to create causal links easily depending on how you wish to weight the system).
#7
haha I always forget stats and skills are seperate.. theres even a section in the book I posted about the difference ;-)
Maybe instead of using the word "quest" I'd suggest "tasks" or "goals" (just to be abstract)... things to do in the game... with some sort of Journal that keeps track (or you keep track with)
Banking could be done at (uh.. banks?) with guards and vaults (though experienced theifs might be over to overwhelm that... ;-) )
Being able to teach a skill you know to someone else is an idea ive had for a while.
An advanced skill level (teacher) could pass on skills. Imagine a game where instead
of NPCs and "the game" teaching you skills, you learned them from other players?
@David
Agreed. Containers (with size/weight restrictions) would be useful.
I.E. Backpack, horses bags, carraige, trunks, stick with belongings wrapped in cloth ;-) etc could be used.
Hehe I'm so going to be using my Dungeons and Dragons books as a reference when making my RPG ;-)
P.S. Monsterous Manual comes in handy toooooo :-D
03/11/2005 (12:04 pm)
@Rodneyhaha I always forget stats and skills are seperate.. theres even a section in the book I posted about the difference ;-)
Maybe instead of using the word "quest" I'd suggest "tasks" or "goals" (just to be abstract)... things to do in the game... with some sort of Journal that keeps track (or you keep track with)
Banking could be done at (uh.. banks?) with guards and vaults (though experienced theifs might be over to overwhelm that... ;-) )
Being able to teach a skill you know to someone else is an idea ive had for a while.
An advanced skill level (teacher) could pass on skills. Imagine a game where instead
of NPCs and "the game" teaching you skills, you learned them from other players?
@David
Agreed. Containers (with size/weight restrictions) would be useful.
I.E. Backpack, horses bags, carraige, trunks, stick with belongings wrapped in cloth ;-) etc could be used.
Hehe I'm so going to be using my Dungeons and Dragons books as a reference when making my RPG ;-)
P.S. Monsterous Manual comes in handy toooooo :-D
#8
03/11/2005 (12:55 pm)
SRD 3.5 has been released. Keep the code and the rulebase separate and read in the requisite information and you'd be golden without license issues.
#9
Action does have its place in RPGs!
03/11/2005 (1:22 pm)
Cool, D&D is great inspiration for RPGs, I just cant stand the ones that are Totally D&D. It seems the most diehard serious D&D-rules games are always the boringest. The funnest games are when Genres are blurred, and its just FUN.Action does have its place in RPGs!
#11
03/11/2005 (2:32 pm)
There's a 2nd edition (June 23, 2004) to that book from Jim Adams as well.
#12
03/11/2005 (3:23 pm)
Haha no, just that i own it.
#13
03/12/2005 (4:22 am)
I have the first edition - what's different about the 2nd?
#14
I have read about RPG kit, in what stage is it?
03/13/2005 (3:33 pm)
I had in mind more engine specific issues. I have found very good dialog resource. Anything else that you recomend?I have read about RPG kit, in what stage is it?
#15
03/13/2005 (5:26 pm)
The RPG Stater Kit is in early development stages, and that's about all we can say about it for now. But, stay tuned, and of course we'll be trying our best to make this an industrial strength, easy to use add-on that'll give you a nice headstart on making all kinds of RPGs with Torque!
#16
Nick
03/15/2005 (5:04 am)
Josh, are you at some point going to be gathering ideas for features or is it going to be completely internally designed? Hope you understand what I mean.Nick
#17
Rich
03/15/2005 (6:19 pm)
And here I was toying with the idea of using the RTS kit for RPG's....Rich
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