home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Eisenstern : The RPG project

by Aardappel_ on 05/10/2006 01:20, 317 messages, last message: 12/12/2010 14:57, 263963 views, last view: 05/05/2024 15:18, closed on 12/12/2010 15:10

As you all know, we have been silently prototyping the RPG project for a while now, mainly in the form of Levels and design.

Today marks the day of the more official start of the project, with a name, a domain, and something hinting at a game design.

Check out the website: http://eisenstern.com/

Particularly note the design notes linked from that page. If you want to have your say about the direction this RPG is going, or feel that certain features "won't work well", then now is a good time to discuss that, in this thread :)

Just because we have a website doesn't mean that we should start announcing this project everywhere, unlike most people, I don't like advertising thing that I am going to do, I prefer showing what I have done :) But it is good to have a home for the project, because we'll shift a lot of our focus towards it as the FPS is getting more mature.

I will be doing some of the core gamecode for this project soon, so people can start to play around with it.

Go to first 20 messagesGo to previous 20 messages    Board Index   

#299: Re: Eisenstern Patches

by SephoD on 07/09/2008 16:47, refers to #295

I really like these patches, and would love to see them included in the Eisenstern project.

I am very interested in this project, and am looking forward to hearing about if anyone is working on it at the moment.

reply to this message

#300: ..

by Gambit on 07/10/2008 01:11

I don't think there has been much progress in Eisenstern lately since there's a lack of programmers for the project. More info at this thread: http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1710

reply to this message

#301: Re: Real-time

by Reveling John on 07/10/2008 09:03, refers to #285

I'm also a big advocate of real-time combat. My biggest turn-off to modern MMORPGs is the turn-based, watch-meaningless-animations confrontations with low-rate npc's. "Rune"-like or "Jedi Outcast"-like melee combat is the way to go if we want to experience spontaneous, fun confrontations. That's my 2-cents anyhow.

reply to this message

#302: Re: Real-time

by scanf on 07/10/2008 09:23, refers to #301

Reveling John - What do you mean turn based MMORPG's?

WOW an Shaiya are not, you get control of the fights. Most are like that. Perhaps you're referring to games like Runescape.

I'd love to help with Eisenstern but I do have problems with Aardappel_ vision. I personally think it's been done before. That's why MMORPG's arrived. The only decent single player RPG in recent years was Fable.

reply to this message

#303: Eihrul...

by fhsdkjconorfhsdjk on 07/10/2008 09:46

Eihrul: I have always wondered, how do you know whats wrong from those win32 exceptions? What do they tell you? Do they bring news from the new world?!


reply to this message

#304: Stacktrace

by ndazza on 07/11/2008 01:21

fhsdkjconorfhsdjk:

The stuff that's pasted is called a stacktrace.

Rubbish wikipedia explanation at http://en.wikipedia.org/wiki/Stack_trace

If you're interested I'm sure you can find more about it through google :)

reply to this message

#305: einstein

by xXxTMODxXx on 07/12/2008 14:15

this is so kool i cant wait for it to be released..but also i know this isnt got to do with this but in saurbraten does anyone know why it sais "newer protocol" on every
server in the server selection? and how can i fix it?

reply to this message

#306: Re: einstein

by Max of S2D [Fr] on 07/12/2008 16:18, refers to #305

Download the latest release of the game.

http://downloads.sourceforge.net/sauerbraten/sauerbraten_2008_06_20_ctf_edition_win32_setup.exe

reply to this message

#307: Re: einstein

by JadeMatrix on 07/13/2008 01:20, refers to #306

Umm, shouldn't you just point him to the downloads section, instead of the Win32 download? Or even the "Files" section over to the left...

reply to this message

#308: Dialouge

by Hypocorism on 06/19/2009 11:46

I was looking at your development ideas and I was a little sad to see that you abandoned the idea of being able to chat with the NPC's about what they like in favor of canned dialouge. There is the need for a certain amount of canned dialogue to move the main storyline or custom quests forward, but there is no reason why each NPC shouldn't have likes and dislike based on their particular personality as well. (Just to keep from confusing the player, important things pertinent to the main quest could be a different color). Here is basically the idea I came up with one night about 3 weeks ago, before I started reading about Eisenstern.


All you would have to do is create
NPC's with a "The Sims" like personality and have likes and dislikes reflect this. For example, if someone is generally playful and meets
another NPC or PC with that disposition, they will have a list of
playful oriented conversation options. For example, they might like to talk about baseball, or gambling. On the other hand, if they're serious (and also based on
their intelligence) they'll want to talk about making money, or farming, or politics.
There are only so many social constructs
among peasant groups. For example, wife, dating, taking care of kids,
gambling, drinking, profession, stealing (among the potential problems
and responsibilities) and then singing, brewing, playing music,
playing sports, etc. (among possible topics of conversation for
hobbies). You'd program in various conversation options along every
one of these lines.
For example, take gambling. There are only so many things to say about gambling (with slight variations).
You could say that you don't like gambling, knowing nothing about it. You could also be indifferent about it. In either one of these cases you wouldn't want to discuss it. If, on the other hand, the character does like gambling, she might want to discuss the poker, games she has played, where she plays, how much money she has won/lost over the years, etc... (That list won't go on forever, eventually, the character would run out of possible things to say)

The real intrigue comes into play when you have NPC's interact with each other based on their likes and dislikes.
For example, a person might detest gambling and hate the fact that her husband does it and have things to say to that effect, which would strain the relationship (Think sims like/dislike meter). Or she could not mind and have not much to say about it. Or she could gamble herself which would increase
the like meter. Of course, the possible conversation options
would change over a range of feeling towards the subject.

The computer would have to spend some time pregame running through a simulation of interactions that NPC's have had with others throughout the course of their lives to evolve relationships between them.

For example, A guy is generated in a town, his personality is playful. Because of
this, he has grown up to like drinking and gambling. The computer would simulate many interactions between him and the other villagers. He would grow to like the other playful drinkers and be indifferent to the serious drinkers. He would dislike the serious drink haters. He would have a pub in the village that he would go to to hang out with the other drinkers. His wife might detest the fact that he drinks so much, but be happy with him because he is playful and a good father so likes to spend time with his kids.

Quests arise easily from this system.
For example, the wife would express her dislike for the husband's drinking to you (Once you got to know her a bit) and would ask you to stop him from drinking. You could try to convince him and complete her quest. Alternatively, you could turn him into a raging alcoholic and break up the marriage. The fun that could be had is immense.

Consider having a guy in the community who steals something because he
hates someone. They would pay you to get it back. On the other hand, He might pay you to screw with them.

Just think about what would happen when you have a guy in the
community who is a kleptomaniac. He would be pissing people off left
right and center, everyone would want him killed.

It would make your interactions great. If you killed someone everyone
liked, they would hate you and run you out of town.

On the other hand, you could actually have a meaningful experience by meeting some NPC who likes to throw darts and then getting invited down to the pub for a game.

Since the personalities could be randomly assigned every time you start a new game, the re-playability would be through the roof.

I think that this kind of system would make for an incredibly immersive and fun game experience.

reply to this message

#309: Re: Dialouge

by baby~rabbit on 06/20/2009 02:30, refers to #308

Talk to the people at http://sourceforge.net/projects/eisenstern/

reply to this message

#310: ..

by Free Gamer on 06/21/2009 03:08

Exactly how do you talk to them? I couldn't find a useful contact point from the Sourceforge project. Do they still use the google group?

reply to this message

#311: Re: ..

by Hirato Kirata on 06/21/2009 10:06, refers to #310

their irc channel: irc://irc.quakenet.org/eisenstern
it started up again, but the channel is still relatively quiet, so you might not see anyone worth talking to :P

reply to this message

#312: download?

by neos300 on 06/23/2009 23:21

I remeber that when i had the ctf edittion i could play this, but i just downloaded the trooper edition and is it still there?

reply to this message

#313: Re: download?

by Quin on 06/24/2009 01:12, refers to #312

No, it was removed from the distribution.

reply to this message

#314: Message censored by administrator

by |ice|sub-zero|L on 06/24/2009 03:59

#315: Re: most

by SheeEttin on 06/24/2009 04:10, refers to #314

You need to not talk when you don't know what you're talking about.

reply to this message

#316: Message censored by administrator

by |ice|sub-zero|L on 06/24/2009 04:14, refers to #315

#317: Re: and then there was much lamenting

by tentus_ on 06/24/2009 05:14, refers to #315

For serious.

reply to this message

#318: ..

by MushroomQuillrForumFats on 12/12/2010 14:57

Is eisenstern going to be with a cube theme, or will it be completely different?

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index   


Thread closed!

This thread has been closed, which is why you can't post any more messages in it.


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53865964 visitors requested 71641117 pages
page created in 0.161 seconds using 10 queries
hosted by Boost Digital