Game Development Community

Adventure game starter kit???

by Demone Amerson · in General Discussion · 10/15/2005 (4:55 pm) · 7 replies

I'm new to Torque and I'm currently writing a game design document for a Magic based Adventure game sort of on the lines of Zelda. I don't know where to start as far as creating the game, I know its going to require a lot of programming an customization of Torque to accomplish, So if any one have any advice or resources I can surely use it. Anyway, I was also wondering if GarageGames is developing or will develop a Starter Kit for Adventure games for the Torque game engine? If so, how do you think before its release!?

#1
10/15/2005 (6:28 pm)
Well your first bet would be trying to get some sorta melee combat resourse working. there's a couple floating around.
#2
10/15/2005 (6:50 pm)
Adventure games can vary. If you could be a little more clear on what you want, we could probably give you a better answer.
#3
10/15/2005 (7:52 pm)
I don't think Garagegames is making a adventure starter kit, but there should be some melee combat resources.
#4
10/15/2005 (11:41 pm)
Making an adventure game would be a cinch? What kind of adventure game are we talking about here?
#5
10/15/2005 (11:49 pm)
If your talking a 3d open movement adventure game ala the last Kings Quest, then it shouldn't be TOO hard to put together the pieces you need using the resources available. There are resources for NPC dialogs, melee combat, etc. I don't know if it would be a cinch, but it wouldn't be near as difficult as creating a full blown RPG.
#6
10/16/2005 (7:52 am)
Thanks for the replies!

Ok I'll give you a little of what my game is about so that you can have a better idea of where I'm going. I've come up with a strong story that'll grab you and immerse you into the world that I'm creating. The story is really good and I'm not sure I want to give it a way yet, maybe later. Anyway, the setting is a realm of Magic. there will be places like Forest's, Desert's, Arctic, etc. but the main setting is an ancient city which has been bound by a powerful pacifist spell, and what I mean is a ancient powerful Mage put a spell on, and surrounding a city that disabled any use of weapons from a sword, or knife to a catapult, or cannon! but there is on thing the Mage left out of his Spell, the use of Magic! Magic is not effected by the Spell so destruction spells would still work and if a person wanted to use say a sword it would have to be enchanted. As a result of all of this the people started to use magic and soon started to become powerful magic users and evetually a whole religion was formed around magic. At present the city is being ruled by a king who is hier to that ancient Mage. Sorry, I couldn't help my self anyway that's just a sample of the world I created for the setting of the game.

Ok now to the game play! You play a character with a larger then life destiny (not giving a way the details just yet!) who is a Mage. You must first find five Spell Books each of which contain a unique form of magic.( Brief history: these particular Ancient Spell Books were written by Five brothers each of which focused on mastering a particular form of Magic, there names are unknown.). Further, the five forms of magic are Elemental, Divine, Nature, Summoning, and Me'lee Magic. You must then learn all the basic spells in the book in order to deciphor the name of its author. The Authors name isn't just a name though, its also a special incantation which you must use to enter a corresponding temple or Cathedral. Finally you basically solve the puzzles and defeat the "Boss" and aquire an Orb of Magic which you must use to complete the game. Its purpose is part of the games plot!
Thats basically an overview of my game minus the Plot. I know it probably sound like the makes of an RPG but the game play will be fairly simple and interactive. for example, I'll be using what I call the "Heart System" as a heal system in the game(example:Zelda), and as far as learning spells well, when you fight be it people, creatures, or demons, they'll drop Mana, you can then use the mana to learn the different spell in the books. Also the Mana will come in five types corresponding to the five types of magic in the game( Elemental, Divine, Nature, Summoning, and Me'lee Magic). furthermore, the spells in the books will come in different skill classes (basic, apprentice, master, unique, etc.) which have to be learned in that order. Oh, and your only weapon will be a Kane, but wait theres more. There will be different level Kanes(basic, apprentice, master) and you'll have to posses that level Kane to learn that level of magic form the book. Also, your Kane will be more then a meer Kane, with the addition of the Spells you'll learn in the book of Me'lee you'll be able to enchant your Kane an turn it into various weapons( sword, axe, mace, etc.). You see your character is a Mage not a warrior, but with the book of Me'lee you can cast spells that'll turn you into "Bruce Lee"
Well hows that, I didn't intend to go into so much detail but I couldn't help myself. Beyond my cousin there isn't anybody I can share my Ideas with. anyway thats just a sample of what I'm creating minus the actual Plot, which I'm highly satisfied with. hope that gives you a better understanding of were I'm going with this project. Anyway like I said any advice and/or links to resources I can use to develop this game will help me immensely.

Thanks again
-Demone
#7
10/16/2005 (8:55 am)
It sounds like a healthy dose of Fable with a dash of Onimusha and a little Spellbreaker on the side (and dar-I-say-it a sprinkling of Quest 64). It also sounds horribly complex. Loads of contract artists and programmers complex.

Look up the RPG resources and camera resources and the melee combat resources. They will get you started. But I would prototype the single most important element first: the everyday gameplay. If combat and leveling to gain mana is the primary mode that your players will see while traversing your storyline, develop that element first. If the gameplay bites, most players will never get to your story, no matter how strong it is.

Find focus, divide and conquer. Then, as you are working on the most important element (which probably won't be drawing dialogue boxes on the screen), you'll be learning about the engine internals so that you can more easily evaluate your next several steps.