Eisenstern : The RPG project |
by Aardappel_
on 05/10/2006 01:20, 317 messages, last message: 12/12/2010 14:57, 205242 views, last view: 12/09/2021 06:27, 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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#231: .. |
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by Captain_Ahab
on 11/06/2007 23:27
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I'd like to make a suggestion for the RPG, seeing as save-game is mentioned...
would it be possible/easy to have 'playerstart' n
where n ranges from 0 to 255 and the command to load a map includes the 'n' as the chosen playerstart location?
/loadmap mapname n
loads the map and places the player at playerstart n
this might make linking several maps together easier. In my exact case, a map with several entrances and exits to another map<s>
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#232: Re: .. |
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by Captain_Ahab
on 11/06/2007 23:28, refers to #231
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...and where default playerstart is 0 if not given...
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#233: Development |
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by Sprintersoft
on 11/07/2007 01:49
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Our Dev team is planning on using the cube engine to make a fps-adventure-rpg game with both a story mode and online co-op mode. We will likely base it LOOSELY on Eisenstern, and will not attempt to make any money off it. Is this a good idea, or have we all gone crazy? If the Cube engine doesn't work out, we will turn to the Baja engine.
P.S: Visit our website at: sprintersoft.99k.org
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#234: Re: Development |
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by SheeEttin
on 11/07/2007 02:02, refers to #233
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Read the license: http://sauerbraten.org/README.html#license
You can pretty much do whatever you want with the engine. You'll probably need to make new all models, textures, etc., though.
Of course, I am not a lawyer, nor am I familiar with the various licenses that go with all the parts. I just play with it. :)
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#235: .. |
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by Acord
on 11/07/2007 02:28
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Code is free to use, provided that you keep it open source. Content depends on the license granted by the original authors, but most of them are hanging around here somewhere.
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#236: .. |
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by Julius
on 11/07/2007 11:50
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@Acord: zlib is not copyleft AFAIK e.g. you can make your modified version closed source.
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#237: >.< |
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by Deathbreak911
on 12/26/2007 01:30
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Aardappel, I know what you mean. And most idiots do say that they want to make a MMORPG, which is fine. As long as they keep trying they will learn that they are going to make a ORPG, not a MMORPG, and slowly the game will get scrapped, and they will make another one, and scrap the current one, and make another, untill they finally have something good to work with. I'm not going to say all will eventually have a good ORPG, or even a good percent, I will say that a good 10% will make something decent that will eventually tap out at 50 members, and that's really just fine. Some games made by these people turn out fun, I've played some.
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#238: Multiplayer? |
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by BobFrank
on 12/26/2007 02:57
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Why don't you make it multiplayer? It would be fun to play with one or two friends as a co-op game.
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#239: Re: Multiplayer? |
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by Hirato Kirata
on 12/26/2007 08:42, refers to #238
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The best I can so to that is that it's an RPg, not an MMORPG.
besides, nothing beats a good RPG like fallout to which no equivalents have been released yet since its successor
~Hirato Kirata
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#240: Song Track Production |
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by MarcPires
on 01/03/2008 02:28
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Hi dudes, iŽd like to help with the sound track composition. How can i junp in the project ?
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#241: Re: Song Track Production |
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by SheeEttin
on 01/03/2008 06:01, refers to #240
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Make music, put it up on Quadropolis (http://quadropolis.us). If it's any good, you'll get good feedback from the community and it could make it into the official release.
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#242: RPG Style |
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by Xardas
on 01/08/2008 19:56
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I'm new here, I read about 50 messages therefore sorry if I will repeat somebody. I'm very big fan of RPG (played EOB series, M&M series, Gothic series, Oblivion and so on). As I understand well, game will be without experience point. But without that it is not possible to evolve your character. Items can be bought, but experience not. I will be very happy if playing style would be similar to Gothic. But anyway I'm very happy that somebody can create a RPG. Well done
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#243: Re: RPG demo map |
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by Game Guru 345
on 01/09/2008 21:56, refers to #227
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Wouldnt it make it more reallistic if you CAN sell quest items to people, like if you did your kinda stupid. and if you killed him you can just go steal it back off him.(would need to be put in game)
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#244: Re: RPG demo map |
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by Aardappel_
on 01/09/2008 22:12, refers to #243
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that is currently possible, that depends on the item... traders won't buy items of 0 worth (usually for special items), but for more common items, say if the quest is to collect 10 wolf skins, you can obtain those in any way you like... buying, stealing, or, you know, actually killing a wolf.
I remember this was a fun thing in Gothic, with its infinite inventory, that if you simply collected everything you came across then some later quests where an NPC asked you for a complex combination of items, you actually had them already :)
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#245: improved RPG |
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by MeatROme
on 01/14/2008 07:17
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Well - the "assasin" release definitely improved the RPG part of the engine .. maybe it's already time to dig deeper into the CubeScript parts of it - last time I checked nearly nothing was truely functional yet, but it seems more objects and interactions are now actually possible! Great to see it progress!
I just walked around a bit, killed a wolf and traded for an apple ... and somehow felt ripped off there for a minute :-P
bug report:
- unknown command: delta_game_4
(occurs when scrolling the mouse-wheel)
- after some interaction my game generally freezes up ... it's not exactly reproducable (read: discernable cause) ... just I can't play RPG for any extended time
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#246: Re: improved RPG |
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by JadeMatrix
on 01/14/2008 13:35, refers to #245
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I get no error from the mousewheel (I used to in summer).
Also, I was able to apparently kill two large monsters through a wall with my fist without them damaging me. (The basilisk and troll-thing outside the house you start in).
The new respawn particles are pretty cool, but after the first time they started getting messed up, ie I would spawn in front of them instead of in them. It would be nice if sauer had something similar.
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#247: Re: RPG demo map |
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by tman_elite
on 02/20/2008 21:07, refers to #244
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I like that system. When I said quest items I meant like if you are supposed to go find a special artifact or something from a cave and return it to an npc, it would be stupid of you to sell it, but I guess you should be able to. However you shouldn't be able to sell things like "fist" or "fireball" or other things like that.
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#248: test |
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by grao
on 03/02/2008 11:19
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would it be possible to test it it seems like an amazing idea however i dont seem to see how an rpg could have the same engine as a FPS so ima be sleepless till i can see weather its in a video or a beta i dont care
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#249: Re: test |
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by jbuk2k7s cookie has gone
on 03/02/2008 13:12, refers to #248
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Use the -grpg command-line flag.
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#250: Re: Re: test |
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by grao
on 03/03/2008 05:05
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im newb to this so whats the -grpg command-line flag
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