G
Guest
Guest
I'm thinking of creating an RPG programming engine to make good RPGs with.
It will use the hexagonal grid system like Fallout but instead of using tiles to make the scene it will use graphic patterns (of any size) and send them to the screen as polygons. This should serve to be faster and support more intricate maps.
The data part of the map (for terrain, blocking movement, etc.) will still conform to the grid as will objects and scenic overlay graphics.
Also, if I can get it to work (I have code, but understanding it is another thing), I'll try to implement line of sight vision only the parts of the map directly visible to the character are visible.
Ideas for gameplay:
1) Emphasis on semi-realtime combat: No, it doesn't mean that you'll be running around murdering people with your Uzi, but rather a push towards greater realism.
How it works:
Combat is never actually initialized as a series of turns. Rather when the character feels threatened enough to need quick thinking the game pauses, the player chooses the course of action like where to move to, ducking at a certain location, hiding, etc. While this is being played out the action may be stopped at any moment to replan the course of action, after all situations change and new courses of action must be brought out.
What this does is really put the player into the mind of the character and truly make decisions for him.
Oh, and get this: Unlike Fallout, and more like Rogue Spear, a single bullet can kill you. The emphasis is against combat, in fact the only time there should be combat is when there is truly a dangerous situation or if someone is breaking a law, etc.
2) Life-algorithms for NPC developement:
This is only an idea and how it will really work into the game will probably be hard. The program will use algorithms to change NPCs during their "lives." It is called a Life-algorithm because these character try to adapt to situations and learn from their mistakes.
The problem is that it can take up a LOT of memory and CPU time as the program computes the thoughts and actions of NPCs in real time.
3) Unity of place and time.
Like the Greek tragedies, the game should be concieved in a single location and a single time.
Yes, Fallout was pretty neat because you could go all over the desert and visit different towns but how about concentrating on a single location and all the people in it?
Take for example San Francisco. Fallout 2 only portrayed it as a tiny little town about the size of the entire oil tanker.
The first RPG to be made with this engine if completed will be an RPG in a single city with lots of areas described and unique. A lot can happen in one city. Quality over quantity.
Any input?
The program will be made in C/C++ using the Allegro graphics library (http://www.talula.demon.co.uk/allegro/) the compiler will be DJGPP (Free 32-bit C/C++ DOS compiler) found at www.delorie.com/djgpp/.
No help requested as it is still in very early stages.
-Xotor-
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It will use the hexagonal grid system like Fallout but instead of using tiles to make the scene it will use graphic patterns (of any size) and send them to the screen as polygons. This should serve to be faster and support more intricate maps.
The data part of the map (for terrain, blocking movement, etc.) will still conform to the grid as will objects and scenic overlay graphics.
Also, if I can get it to work (I have code, but understanding it is another thing), I'll try to implement line of sight vision only the parts of the map directly visible to the character are visible.
Ideas for gameplay:
1) Emphasis on semi-realtime combat: No, it doesn't mean that you'll be running around murdering people with your Uzi, but rather a push towards greater realism.
How it works:
Combat is never actually initialized as a series of turns. Rather when the character feels threatened enough to need quick thinking the game pauses, the player chooses the course of action like where to move to, ducking at a certain location, hiding, etc. While this is being played out the action may be stopped at any moment to replan the course of action, after all situations change and new courses of action must be brought out.
What this does is really put the player into the mind of the character and truly make decisions for him.
Oh, and get this: Unlike Fallout, and more like Rogue Spear, a single bullet can kill you. The emphasis is against combat, in fact the only time there should be combat is when there is truly a dangerous situation or if someone is breaking a law, etc.
2) Life-algorithms for NPC developement:
This is only an idea and how it will really work into the game will probably be hard. The program will use algorithms to change NPCs during their "lives." It is called a Life-algorithm because these character try to adapt to situations and learn from their mistakes.
The problem is that it can take up a LOT of memory and CPU time as the program computes the thoughts and actions of NPCs in real time.
3) Unity of place and time.
Like the Greek tragedies, the game should be concieved in a single location and a single time.
Yes, Fallout was pretty neat because you could go all over the desert and visit different towns but how about concentrating on a single location and all the people in it?
Take for example San Francisco. Fallout 2 only portrayed it as a tiny little town about the size of the entire oil tanker.
The first RPG to be made with this engine if completed will be an RPG in a single city with lots of areas described and unique. A lot can happen in one city. Quality over quantity.
Any input?
The program will be made in C/C++ using the Allegro graphics library (http://www.talula.demon.co.uk/allegro/) the compiler will be DJGPP (Free 32-bit C/C++ DOS compiler) found at www.delorie.com/djgpp/.
No help requested as it is still in very early stages.
-Xotor-
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http://www.poseidonet.f2s.com/files/nostupid.gif
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