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Eisenstern : The RPG project

by Aardappel_ on 05/10/2006 01:20, 317 messages, last message: 12/12/2010 14:57, 205146 views, last view: 12/09/2021 01:11, 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.

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#268: Re: Save Game

by tman_elite on 03/10/2008 01:59, refers to #265

Well with the respawn points, if you quit the program all of your progress is lost. In an RPG, that's not good...

And do the respawn points work in rpg mode?

lol: 1 plus 1 = [ ]

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#269: Re: Save Game

by MeatROme on 03/10/2008 03:20, refers to #268

you did mention this discussion has been held before ... but it sure is worth picking up again, since the RPG is (slowly but surely) progressing.

AFAIK sadly even the RPG will not have it's state saved to file.

The respawn points should work in RPG, just as in an FPS SP game.

But considering the size of maps that aardappel has in mind for the RPG I really have to say I see no big future for the game without the possibility to save and restore state ... I think few players will have the time & stamina to play through 3hr-plus campaigns in one-go!

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#270: Re: Save Game

by tentus_ on 03/10/2008 03:50, refers to #269

So does the community feel that the respawn points should simply be developed further into save points that write to a file, or are there other suggestions? I've played a lot of great games, including RPGs, that only let you save in specific locations (the Metroid Prime series springs vividly to mind, given the context). Do the mappers in the community feel like they can integrate save points into their maps easily and convincingly, or are there other features that need to be considered? Do we need some alternate models for the RPG, or can we stick with the old diamond (personally I feel the diamond is long past its expiration date, for both the RPG and FPS).

What kind of things would need to be saved and what could be inferred? If we stick with save points, it would make sense that health and MP don't need to be saved, just the inventory. Do we need to also keep the orientation, or should mappers set an orientation for the save points, like how the playerstart ents work? What are other corners that could be cut or avoided?

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#271: Re: Save Game

by Aardappel_ on 03/10/2008 04:26, refers to #270

the rpg will have saving, since games can simply last way too long for one session (unlike a single sauer sp map).

The saving is intended to work much like Diablo, in that you can only "save & quit" from the game, and only "load" from the menu before you get into a game. The intention is that if you die, you don't simply press reload, but you deal with the consequences (which are a respawn, and maybe a loss of some valuables).

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#272: Re: Assassin release for Mac

by absinth_grrr on 03/10/2008 13:57, refers to #267

command line parameters aren't needed on the mac, the launcher has an extra tab just to start eisenstern

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#273: Re: Save Game

by shadow.school on 03/10/2008 17:23, refers to #271

Is there going to be \'permadeath\', like in some roguelikes?

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#274: Re: Save Game

by yoopers on 03/10/2008 22:08, refers to #268

>> lol: 1 plus 1 = [ ]

Sorry, can't resist throwing this in. 1 + 1 equals 1, of course:

- Let a = 1 and b = 1
- a^2 = b^2
- a^2 - b^2 = 0
- (a-b)*(a+b) = 0
- (a-b)*(a+b) / (a-b) = 0/(a-b)
- 1*(a+b) = 0
- 1 + 1 = 0
- 2 = 0
- 1 + 1 = 1

A cookie goes to first person to identify the fallacy in the above. ;]

3 times 6? Damn, I don't have a snarky proof for that one yet...

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#275: Re: Save Game

by SheeEttin on 03/10/2008 22:41, refers to #274

Divide by zero, line 5?

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#276: Re: Save Game

by tman_elite on 03/11/2008 00:07, refers to #274

Yeah I've seen that before. Divide by zero.

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#277: Re: Save Game

by tman_elite on 03/11/2008 00:09, refers to #276

And how did you go from 2=0 to 1+1=1. That would mean 1+1=0, not 1+1=1...

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#278: Re: Save Game

by yoopers on 03/11/2008 18:29, refers to #277

Cookies all around! The answer is indeed divide by zero. Just a cute fallacy to serve as chewing gum for your brain.

@tman_elite: you go from 2=0 to 1+1=1 by dividing both sides by 2 and then adding 1 to both sides. Of course, by this point in the "proof" we're so completely off-track that you might as well introduce imaginary numbers.

Irony: I get 1+1 as my math problem for this post.

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#279: Re: Save Game

by demosthenes on 03/11/2008 21:07, refers to #278

Made-up and Imaginary are very different. :)

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#280: Re: Save Game

by yoopers on 03/11/2008 23:13, refers to #279

*chuckles

I was a Math major in college for some time, and after all the durn proofs in Number Theory, I guess I became a little silly about them. I recall being endlessly engaged by a proof similar to the following, spending endless hours wondering how it worked, thinking that math was this wonderfully variable space with room for ambiguity, until one of my professors pointed out the fallacy:

http://www.math.toronto.edu/mathnet/plain/falseProofs/second1eq2.html

Then I felt like an idiot and decided that a Comp. Sci. was a better bet. ;]

7 multiplied by 8? How droll. Can a brotha get a factorial?

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#281: Re: Save Game

by Aardappel_ on 03/11/2008 23:22, refers to #273

nope

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#282: Re: Save Game

by JCS on 03/13/2008 09:41, refers to #280

Hehe, that was fun, but I got the fallacy in my first try.
I majored in Computer Science though... not in Math.
Anyway, I just played the RPG module included in Sauerbraten and I have to say the inventory system is still too primitive, interaction with NPC\\\'s too, and whenever I point at something a dialogue box appears that is hard to get rid of. I understand the game is barely into developing, but thought I\\\'d drop a note. I am really looking forward to it.

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#283: Re: Save Game

by dskfhdsfjkconorsdhjf on 03/14/2008 06:52, refers to #280

That is exactly what all my computer teachers did before they taught comp sci.

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#284: Story Development of Eisenstern?

by Litschi on 03/15/2008 22:29

I was just wondering if there is already some story for the RPG. I had a look at the story design page, but couldn't find the Eisenstern story.
Are there any plans or development going on already?

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#285: Questions

by ruhtraeel on 03/16/2008 06:49

Hey, I just played the demo of the RPG today, and I was wondering, would it be like an online mmorpg with a huge world and real-time fighting? That would be GODLY O_o. I was also wondering that would the guns be really expensive or would they be the basic weapons, instead of melee ones? I was thinking the guns would be really good, but expensive.

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#286: ..

by James007 on 03/16/2008 18:49

Its not going to be online.... i like the Oblivion type of RPG more(swords, quests, magic, etc).

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#287: Re: Story Development of Eisenstern?

by jbuk2k7s cookie has gone on 03/16/2008 18:55, refers to #284

The basic idea is that the mapmaker makes an individual story for each map, rather than to have a predetermined story.

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