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ador862

Member Since 11 Dec 2007
Offline Last Active May 16 2013 10:10 PM

Posts I've Made

In Topic: Fictional Country Name?

10 May 2013 - 05:27 AM

Hej, that generator is pretty good!


In Topic: Fictional Country Name?

09 May 2013 - 11:55 PM

Finish your game, write out its story, then figure out the essence of the setting and the people.

 

For example, if your country is based on America, you could call it Eagleland. If you know enough of a country's culture, you can easily come up with a name.


In Topic: Fps: 'The Dacca Plot' (Tentative)

28 April 2013 - 07:36 PM

Thank you! Updated!


In Topic: Fps: 'The Dacca Plot' (Tentative)

28 April 2013 - 03:39 PM

Hello again everyone. Doing a little bump, since no one has commented on the engine at all.

 

I've been considering two separate plans for the same engine. One would be to make 'The Dacca Plot', and another would be to create an experimental shooter in a snowy wilderness environment.

 

The latter has lower sprite requirements, and I may just pursue that avenue first, although I intend to complete 'The Dacca Plot' as well, albeit in due time.

 

Coming soon: NPC, AI, AI in patrols, AI in packs i.e. wolves.

 

Opinions regarding the engine are most welcome!


In Topic: What RPG stuff do you want my engine to have?

10 December 2011 - 10:44 AM

Ooooh :P

Well yea, Earthbound style is a bit unconventional as far as JRPGs go, but I understand what you're getting at. Does this mean the tiles will be at 45 degrees or whatever that strange projection Earthbound uses?

In that case, make sure you have a list of *item types* The idea is that though there may be many items, some of them will do specific things.
eg. status healing (Dead, Poison, Paralysis, Petrification, Sleep), healing direct stats (HP, MANA), character modifiers or buffs (STR, DEF, INT) and so on. That way if I wanted to create a potion that improves strength for 2 turns, I can just match the types based on an established set of indices.

Same goes for spells really, as some spells and attacks will affect stats, direct stats, and player status, and then the players can mix or match them with specific animations, name and desired effect. This might be a bit difficult to maintain, as the partial formula must be provided by the designer.

As a natural extension, enemies should be easy to create after that, as all you need to do is assign existing spells to them, preset behaviours (defensive use of healing spells, offensive, offensive use of status affecting spells, docile till attacked etc) which can cycle through the options of spell types similar to the behaviour the enemy is to portray, and also scripts to generate what set of enemies appear where on the screen.