Eisenstern : The RPG project |
by Aardappel_
on 05/10/2006 01:20, 317 messages, last message: 12/12/2010 14:57, 205173 views, last view: 12/09/2021 02:34, closed on 12/12/2010 15:10 |
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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.
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#142: Modeling Armour |
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by _Tentus_
on 02/25/2007 08:38
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If upgrades are going to be purchasable, different models would be a good thing. (ie, have 3 different shoulderplate models, 3 kinds of helmets, etc). I'd be glad to help model such items, under makkE's direction. But before such models can be made, a standard model has to be established.
What I'm saying is, I belive a playermodel other than SauerGuy will be used for Eisenstern in the future, right? So will this be the Ogro model, or is there some other model coming up? Hopefully one that can use Aard's skeletal system, because that'd mostly eliminate animation for equipment. So any kind of armour made for Eisenstern will need to be designed to fit the future playermodel.
Are there any plans on making customizable playermodels, or maybe skeltally based NPCs? By that I mean a female model, gaurds, etc? Making Elves (not unlike NPCman, i suppose) would be pretty trivial, if I had a model to start from and a skeletal system to adhere to. Dwarves wouldn't be too hard either, so long as models scaled by 50% don't animate to wierdly.
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#143: Re: Modeling Armour |
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by Passa
on 02/25/2007 08:57, refers to #142
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Hey, welcome back :)
I'd check with geartrooper, he's doing a bit of modeling for Eisenstern too, and he'd probably know whats going on with the player model as well. I'm sure the Eisenstern team would love to have your help.
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#144: .. |
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by _Tentus_
on 02/25/2007 09:10
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Just to be clear, I have read the development notes for Eisenstern, including the one that said equipped items won't be shown (due to art conflicts). I hate that in games, so that's the main thing I'd like to take a stab at. If my efforts are required elsewhere, however, I will be willing to lend a hand there first.
I'm also quite interested in designing some spell graphics, such as alchemy circles and fire runes, etc. I have a seperate project that will be requiring some expirience in that area, so the more practice I can get the better. :)
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#145: npc AI |
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by Captain_Ahab
on 04/04/2007 01:36
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I had the idea of using some form of AIML bot for npc conversations. A common 'brain' for men..and one for women. Extra topics can be loaded for each individual npc to give it specific unique knowledge based on its occupation or to give out info for quests, etc. A predicate list could be saved so the npc can remember things about players.
Because aiml is a subset of xml, tags could be added to control npc actions or call other AI routines
alas...python is not an option here and I don't know 'c' or 'cpp'
well...its an idea anyways
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#146: NPC ai scripts |
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by BigWeirdo
on 04/04/2007 03:13
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Although I'm not totally proficient, I'm learning cpp(all hail C++ for Dummies[the book]). But I learn fast, so give me a week or 2 and I'll be able to handle scripts for AI. You'll just give me the necessary script info and I'll do the work with it so that you can use your time perfecting the coding instead of doing script-busywork. Just give me a little time.
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#147: .. |
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by Max of S2D [Fr]
on 04/09/2007 08:34
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There's actually problems for attacking the monsters in the last CVS version.
(oh, and,there's nice features btw)
remember that monsters got a grey window above them. If you're pointing this window (with most of the time NOTHING ON IT !), you can't attack. This is a problem for rats and wolf (aouch !)
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#148: Re: .. |
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by Aardappel_
on 04/09/2007 08:43, refers to #147
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it's Work In Progress (tm). I am simply trying to get base rpg functionality working, and I am well aware of its current shortcomings.
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#149: Occlusion culling |
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by Absinthe
on 04/09/2007 18:30
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I noted on the Eisenstern notes that the game will be one huge level. Some people's video cards don't support occlusion culling, which will make this very slow. I'm still quite excited, though.
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#150: Re: Occlusion culling |
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by Aardappel_
on 04/10/2007 10:32, refers to #149
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cube/sauer have always been engines that were playable on the low end of cards, but we are slowly moving upwards a bit. Eisenstern will likely have higher hw requirements than sauer, but it also won't be in polished playable state for a while yet, so hopefully by the hw occlusion culling will be more common.
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#151: .. |
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by Quin
on 04/11/2007 07:01
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Ok, I guess I should be doing something here, so I'll throw out a few (simple) model ideas which will help Eisenstern.
tentus, assuming you read this thread (I didn't want to post OT on Geartrooper's thread), a turtle could very well be useful, along with some more water based creatures, as there really aren't any at the moment. This might give water areas a bit more 'life'. Perhaps: fish, starfish, (a whale?), etc.
Anyway, if you have ideas for RPG models, throw them this way. As Eisenstern starts to progress, nailing down NPC's becomes a logical step.
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#152: Re: .. |
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by tentus_
on 04/11/2007 07:08, refers to #151
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Fish, turtles, got it. There may be some lag in me getting them made (last three weeks of school and all), but I should get some whipped up before too long. I need to familiarize myself with Blender, so this should be a learning experience. Any suggestions on the polycount? What would be reasonable?
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#153: .. |
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by Geartrooper
on 04/11/2007 16:33
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1500 to 2000 quads is good before conversion to tri. tentus if you need any help with blender give me a yell on irc or email me.
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#154: Re: O.o |
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by tentus_
on 04/11/2007 21:45, refers to #153
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I'm so used to thinking in terms of 200-400 triangles, 1500 should be no problem. Do I need to animate these? If so, how many frames are we shooting for? What animations will they need?
Do you know of any good sites with good tutorials or training videos? I have some vague recollection of going through some videos back in the day, but I can't remember them at all any more.
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#155: .. |
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by Geartrooper
on 04/11/2007 21:48
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make the anims as long as you please. they can be scaled in the nla editor and added with other anims from the action editor for the final export.
http://www.blender3dtutorials.com/
http://wiki.blender.org/index.php/Tutorials
http://wiki.blender.org/index.php/Manual/Manual
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
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#156: 1500 tris |
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by Captain_Ahab
on 04/12/2007 00:09
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cool...thats about how many for my generic man and woman with a couple of hundred left over for weapins/equipment.
Is the a list of what models are needed?
Is there a place to send them like a toy box?
< I suck at textures though <
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#157: Re: 1500 tris |
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by kurtis84
on 04/12/2007 01:10, refers to #156
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Nice to see interest in character creation again :)
Captain_Ahab: Just upload your models somewhere ( in a ZIP file ) so people can download them...there is not a place designated for this.
Not sure about a model list, but if more people start to contribute, we better get something more organised worked out...don't want people making models sauer doesn't need.
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#158: Some sort of Place |
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by ConorKirkisnotdead
on 04/13/2007 05:55
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There should be some sort of place like Quadropolis except it would be more aimed at devs and people helping out so they can put all of their models, texures, etc into one place and see what has been done and what hasn't.
1*1=3 right?
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#159: Re: Some sort of Place |
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by Aardappel_
on 04/13/2007 07:55, refers to #158
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that place is called... CVS
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#160: Re: Modeling Armour |
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by {LiD}CC_machine_debianetch_grrcookies
on 04/15/2007 00:48, refers to #142
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about items: any plans for "magic" items that would improve certian stats? e.g. speed, hp, weapon damage etc
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#161: .. |
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by Quin
on 04/15/2007 01:35
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http://eisenstern.com/
http://eisenstern.com/eisenstern_design_notes.html
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