Game Development Community

Mixing Role-Playing Games and First-Person Shooters

by Carl · in Technical Issues · 05/30/2007 (9:41 pm) · 4 replies

I have a game idea, but I'm not sure if Torque supports it or if it's possible at all.

I want part of the game-play to be Runescape/World of Warcraft like, with the player seeing their character in the third person, and being able to walk around and interact with NPC's, and having the NPC's store their "Conversations" and be able to go to the "store" and buy new weapons.

But then I want there to be loadable instances, where in the instances gameplay turns into First-Person Shooters, with the new weapons that they bought in the RPG mode.

SOme people have proposed the idea of having 2 seperate gameplay modes, but that completely ruins the gameplay I had in mind. I also want the FPS to log skills (based on kills, and number remaining to number killed victory) and have those skill points be "spendable" in the RPG mode. If someone can direct me to a game similar to this and if someone could let me know if this is possible and what I would need to do in the torque engine to accomplish this.


BTW: I do have C++ experience and I can do some 3d modeling and stuff my I have a potential team for that, I'll just be coding and designing mostly, I have sjust never done anything this extreme before.

If you want to know specifically what the game is about email me at welivetodie@sbcglobal.net and I'll have you sign an NDA and you can check it out specifically.

About the author


#1
05/30/2007 (10:19 pm)
Hi

i think this is possible..im not a expert in torque... but i think this can be done..

it will be very difficult.. but very interesting also..

if i understood well ..you want some kind of action loaded third person shooter with increasing character skills ..based on credits ,points or money...

something like a rpg but without all the history and only the character evolution part

i think thats posible with TGE and TGEA.. if you dont want it to be a MMO .. it would not need that much of engine source modification and as you say that you have C++ experience.. i dont think theres a problem


torque is a very capable engine.. focused on first /third person shooters... and as you want is some kind of modified and more complicated shooter... i dont see why it would not be possible

it will be very dificult.. and extremely time consuming.. and im sure it will take alot time to do...but i think this can be done


Cheers
#2
05/30/2007 (10:22 pm)
You got the basic concept right but I don't want a third person shooter. I want a third person game more like the sims, but when you go to certain places it loads instances, and in those instances games will be first person shooters, not third person, first person.
#3
06/10/2007 (11:04 am)
Carl if you would like you can join my team i will send u a company request we are working on an mmofps and i mean pure fps with role playing skills mixed in. but i do not recommend 2 different playing types it has been done many times and it usually doesn't turn out to good. E.G. what will th char use when out of instance???
#4
06/14/2007 (10:50 pm)
The game I was making was indeed very similar to this, also.

To my mind, it basically boiled down to this:
1. Change the HUD to display relevant info for the 1st or 3rd person mode you are in
2. Toggle the camera from first to 3rd person or vice versa as required
3. Load a package that has the button uses defined for that mode of play
4. Voila...

Of course then you still have to do the rest of the game logic, but this way you can use any trigger or event or basically anything to switch from 3rd person roaming to 1st person shooter. Simply have your switching code mount or unmount your weapon depending on which "mode" you are in and then simply assign buttons that let you change weapons to keys that only work in one package and in the other package simply don't give the user any buttons or options that would have him/her mount a weapon. Simple...

What I did was in my keybind.cs file I assigned button a to buttonA() an button k to functionB() etc.
I then created a packaged called thirdpersonKeys and inside there I had functionA(), functionB() etc. I then created another package and inside there I also had functionA(), functionB() etc. The keys I want to use I give functionality and the rest I simply leave the functions empty. Your keys are still bound to use the same buttons on your keyboard but their use varies dramatically depending on what package is loaded. So you can change the functionality of ALL keys by making a single call to loadpackage(). I think the code is somewhere in this forum, still... Not sure...

For example:
When in battle mode, the arrow keys selected a group of spells that could be cast and the other 6 buttons cast spells 1 to 6 respectively. In RPG mode, the arrows let the user walk around and the 6 other buttons did nothing at all...

Hope this helps you in some way...