Making Rpg. Need help with cursor and quests
by kyle estes · in Game Design and Creative Issues · 07/28/2011 (10:11 pm) · 4 replies
Hello again. The game I have been making is a medieval rpg and I was wondering how I can change the default cross hairs to something like a sword (I'm guessing GUI editor but I don't want to mess with the wrong GUI)
And I want to make it act like a cursor so there's some way to click on people to get a quest or buy stuff from them. I also Want to know how to make a working actor that moves around a little bit and looks alive that you can also attack and kill. Im also looking to put markers above quest givers heads. Maybe If its possible a working mini map that can show you objectives. And I really need a working inventory and character stats screen. I need an xp/leveling system. I plan to have multiple skills like Longsword that ranks up from using long swords or magic, And I want like skill books you can buy if you have the right lvl. Which brings me to a currency and trading system. Last but not least I want a map that pops up if you hit m and I need to know how to make monsters that attack you if your in range do x amount of damage and have x amount of health. Im pretty sure all of this is possible some of it may be simple but i think other parts are gonna need scripting. When i used realm crafter there was a built in script editor. Is there something like that here? I know a bit of java and python but not really any c++. I started using blender to make my own models but if im making Bots they are gonna have to be animated. How do I do that?
:Ps I also need to know how to make working wepons/health pots etc. that drop when you kill something and go to your invo when you click them and then you can use them from there. It would also be kinda nice to have a gaurd system like in Oblivion and a Mount system but im guessing thats to advanced.
Sorry that theres so much stuff here but i figured its beter than making 8 posts tonight :P
Also sorry for any poor spelling or grammar I have problems with typing to fast lol :D
I really appreciate any help/advice or and tutorial links for animating/modeling/scripting etc.
-thanks
And I want to make it act like a cursor so there's some way to click on people to get a quest or buy stuff from them. I also Want to know how to make a working actor that moves around a little bit and looks alive that you can also attack and kill. Im also looking to put markers above quest givers heads. Maybe If its possible a working mini map that can show you objectives. And I really need a working inventory and character stats screen. I need an xp/leveling system. I plan to have multiple skills like Longsword that ranks up from using long swords or magic, And I want like skill books you can buy if you have the right lvl. Which brings me to a currency and trading system. Last but not least I want a map that pops up if you hit m and I need to know how to make monsters that attack you if your in range do x amount of damage and have x amount of health. Im pretty sure all of this is possible some of it may be simple but i think other parts are gonna need scripting. When i used realm crafter there was a built in script editor. Is there something like that here? I know a bit of java and python but not really any c++. I started using blender to make my own models but if im making Bots they are gonna have to be animated. How do I do that?
:Ps I also need to know how to make working wepons/health pots etc. that drop when you kill something and go to your invo when you click them and then you can use them from there. It would also be kinda nice to have a gaurd system like in Oblivion and a Mount system but im guessing thats to advanced.
Sorry that theres so much stuff here but i figured its beter than making 8 posts tonight :P
Also sorry for any poor spelling or grammar I have problems with typing to fast lol :D
I really appreciate any help/advice or and tutorial links for animating/modeling/scripting etc.
-thanks
About the author
#3
www.dreambuildrepeat.com/GGSearch/index.html
This is a link to a great way to search the forum. Some great mind did this, but I cannot remember whom, hell search for it with the tool, and then you can know.
The one part that you will not find a complete resource for is a quest system. There are some strong starts for them, but nothing that is yet complete. The quest system really is the heart of such games. First thing, you will need is a way to access a database from torque, which you will need access to the source code to do. We use an ODBC connection across our network, connecting to several mysql db servers. The actual workings of our task system(we do not use the term quest in our project, because going and buying a sword or dropping off a letter really is not a quest) we have been working on for two years. There most important part to consider is the ease of setting up new tasks. Our original system, that we went pre-alpha with, was incredibly linear, which allowed the NPCs to evolve with the story, but only allowed players to take one task from each NPC, this was lame, and meant we needed hundreds of NPCs and storylines to fill the world. Once we moved to the live setting, it became apparent that hundreds of NPCs, all skinned different was not going to work. So we rewrote the task system to a pooled method, allowing for a more common standard to our game play(i.e. NPCs offer several tasks that you can take simultaneously). The real reason we had to rewrite the system live though was because setting up new tasks in the old system was next to impossible. However, since we adapted the old system into the new, it has given us some unusual abilities, such as you can mix goals of single tasks, like go kill 5 rats, collect their hearts, take them to someone to analyze them, and then deliver them to a final place, after buying a drink.
I would strongly suggest taking your time and planning this part of your game extremely well, as it is the true drive to your style of project.
07/29/2011 (8:31 am)
Almost everything you are looking for is already in a resource, instead of posting a ton of links into the site, I have something better to help you:www.dreambuildrepeat.com/GGSearch/index.html
This is a link to a great way to search the forum. Some great mind did this, but I cannot remember whom, hell search for it with the tool, and then you can know.
The one part that you will not find a complete resource for is a quest system. There are some strong starts for them, but nothing that is yet complete. The quest system really is the heart of such games. First thing, you will need is a way to access a database from torque, which you will need access to the source code to do. We use an ODBC connection across our network, connecting to several mysql db servers. The actual workings of our task system(we do not use the term quest in our project, because going and buying a sword or dropping off a letter really is not a quest) we have been working on for two years. There most important part to consider is the ease of setting up new tasks. Our original system, that we went pre-alpha with, was incredibly linear, which allowed the NPCs to evolve with the story, but only allowed players to take one task from each NPC, this was lame, and meant we needed hundreds of NPCs and storylines to fill the world. Once we moved to the live setting, it became apparent that hundreds of NPCs, all skinned different was not going to work. So we rewrote the task system to a pooled method, allowing for a more common standard to our game play(i.e. NPCs offer several tasks that you can take simultaneously). The real reason we had to rewrite the system live though was because setting up new tasks in the old system was next to impossible. However, since we adapted the old system into the new, it has given us some unusual abilities, such as you can mix goals of single tasks, like go kill 5 rats, collect their hearts, take them to someone to analyze them, and then deliver them to a final place, after buying a drink.
I would strongly suggest taking your time and planning this part of your game extremely well, as it is the true drive to your style of project.
#4
Thanks for all your help.
07/29/2011 (9:28 am)
thanks ill take a look at the resources. And you are so right I dont want my game to be like every other rpg out there. I have been working / planning this project for over 2 years now. I want the quests to be more like a book than go kill 10 rats. I still have a long long way to go.Thanks for all your help.
Torque 3D Owner Matt Huston
Atomic Banzai Games
You will need to purchase a license for Torque 3D though as it adds a file to the C++ engine.