Blast fromt the past RPG
by Jeff Leonard · in Game Design and Creative Issues · 02/27/2008 (5:22 pm) · 4 replies
So I'm looking to make a story based RPG along the lines of Final Fantasy 6 (or 3 here for those not informed) :p
I'm just wondering how well the Torque Game Builder will work with this idea.
I've gone to school for video game design and have already worked on 3 different games and one of them was in Torque engine so I'm familar with scripting. This will be an online project so I have writers, artists, and supporters all lined up.
The art for this will be 2d and look and feel a lot like final fantasy with a bit of Chrono Trigger flashy stuff mixed in.
My biggest worry is making the map to walk around in and the flow between map, battle scene, and menu.
Thoughts comments?
I'm just wondering how well the Torque Game Builder will work with this idea.
I've gone to school for video game design and have already worked on 3 different games and one of them was in Torque engine so I'm familar with scripting. This will be an online project so I have writers, artists, and supporters all lined up.
The art for this will be 2d and look and feel a lot like final fantasy with a bit of Chrono Trigger flashy stuff mixed in.
My biggest worry is making the map to walk around in and the flow between map, battle scene, and menu.
Thoughts comments?
About the author
#2
Still trying to think of how to do the main walk around maps. Whether it should be up and down like FF (+) or do the diagonal (X) walk around. Being able to see 2 sides of an object is nice, but that's twice the work for the artist as well.
Is there any resource here for that map making, because there's a lot to it. Which tiles a player can and can't walk on, moving to another screen or inside a building, interacting with objects like chests and NPCs, etc. Oi, if I don't have to write all that myself from scratch, I'd be most happy!
02/27/2008 (5:51 pm)
I downloaded the bomber demo for TGB and I'm impressed with the different things you can do with it. Especially the SFX like fire and smoke. That'll really make the 'magic' effects in battles look really nice! Still trying to think of how to do the main walk around maps. Whether it should be up and down like FF (+) or do the diagonal (X) walk around. Being able to see 2 sides of an object is nice, but that's twice the work for the artist as well.
Is there any resource here for that map making, because there's a lot to it. Which tiles a player can and can't walk on, moving to another screen or inside a building, interacting with objects like chests and NPCs, etc. Oi, if I don't have to write all that myself from scratch, I'd be most happy!
#3
02/27/2008 (6:02 pm)
I know the game builder can setup walkable zones quite easily. Me, Personally, i don't like the "isometric" view. I'm doing my game with TGE, but i've opted for side scrolling for the dungeon areas. Basically, it's going to be a rip off of valkyrie profile. The battle system is setup to be a semi-real time turn based monster. It's going to opperate similary to the grandia games.
#4
02/28/2008 (8:03 am)
I can't wait to play your game, Ramen-sama.
Torque Owner Cinder Games
I've been working on a single player, console style RPG for some time now with TGE. Can't say i've really got anywhere with it, but i haven't come across much i had difficulty with implementing, besides inheritly difficult 3d related things like 3d navigation/movement. Well then there's the torque exporter for lightwave, but i won't get into that.