Eisenstern : The RPG project |
by Aardappel_
on 05/10/2006 01:20, 317 messages, last message: 12/12/2010 14:57, 205160 views, last view: 12/09/2021 02:33, 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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#52: Rpg |
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by headwound
on 05/16/2006 04:44
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Its a cool idea that you won't start out as peon #113248754556. That makes an rpg about as real as you can get as far as overcoming experience. To be truthful the 32 and 64 bit console rpgs followed the progression of experience to death. In fact aren't almost all rpgs like that? I like the idea of starting out in a scale where the saltiest veteran COULD be ko'd by a new player with a sharp aim.
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#53: .. |
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by pushplay
on 05/16/2006 05:35
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>> One must farm easier instances to find gear to let you defeat the harder instances.
Does anyone actually find that fun?
I know too many people that complain about playing WoW. They reach a high level and they stop seeing new things and end up going out on raids to the same places again and again. And for what? To fulfill some human compulsion to collect things. I don't want any part in another game like that.
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#54: Re: just FYI -- SP |
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by Aardappel_
on 05/16/2006 08:43, refers to #51
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sounds cool. is there a web page for this?
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#55: Re: just FYI -- SP |
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by Eivets
on 05/17/2006 00:39, refers to #54
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No, unfortunately not yet. I am not planning to release anything, soon and as such there is no website. I just wanted to point out, that an online game is not that far out of reach, that's why I posted this. Tell me what you are interested in and I can provide you with information.
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#56: Re: just FYI -- SP |
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by Aardappel_
on 05/17/2006 03:44, refers to #55
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well, I know what kind of gameplay I want, and I know what work that involves over the network. I doubt we are talking about the same kind of project :)
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#57: Re: just FYI -- SP |
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by Eivets
on 05/17/2006 08:10, refers to #56
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I read the design notes and got the impression, that it is not that dissimilar. But sure, two people never talk about the same ;-)
So I don't try to talk you into anything. A single player rpg is absolutely fine with me. I look forward to playing it. But if in fact you would prefer to make a multiplayer rpg, but the complexity of work is keeping you from doing it... I would still say it's feasible in reasonable time. And I do know what I'm talking about ;-) If you need help, I volunteer...
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#58: optics |
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by MeatROme
on 05/31/2006 19:30
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just a Q about optics ...
... when getting these "dialogues" - will they be displayed on an opaque background or (like chat in sauer) simply float in the air above the head of the NPC?
I seem to remember something about there being choices in such dialogue - that's how I got the impression it was going to be like a cartoon speech-bubble or something ... with buttons in it you could press in 3D ...
am I on the wrong track here or what?
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#59: Re: optics |
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by Aardappel_
on 05/31/2006 21:03, refers to #58
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its actually going to be all displayed in 3d, yes, like a balloon above their head. Unlike other RPGs, you don't go into a "talk mode" which you are forced to make dialog options and quit the mode manually. In Eisenstern, you can talk to an NPC, or you can simply walk away.
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#60: Re: optics |
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by MeatROme
on 05/31/2006 21:21, refers to #59
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Yeah I understood that.
Sorry my Q was a bit malformed.
The emphasis for me was on
opaque background (as your bubble suggests) or (like in sauer) free floating without a background (which I find hard to read sometimes) ...
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#61: Re: optics |
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by Aardappel_
on 06/01/2006 08:05, refers to #60
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we'll probably have some sort of background...
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#62: .. |
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by Max of S2D [Fr]
on 06/03/2006 14:14
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Can the monsters give some ammo and armor ?
Will there are new monsters ?
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#63: Re: .. |
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by Aardappel_
on 06/03/2006 20:52, refers to #62
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max: there will hopefully be all new monsters & npcs. And yes passing on items between them and you, wether part of a dialogue or trading, stealing or killing, is generically possible.
swervez: yes, the UI will see a major upgrade for the RPG. The current menu hurts my eyes. As I said the UI will actually be in 3d, so having 3d models in there will be trivial.
If anyone has any graphical ideas (as to texture/model/shader elements) on how to make a "button" with text in look cool as a floating 3d object, please suggest.
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#64: Re: .. |
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by kurtis84
on 06/04/2006 18:17, refers to #64
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something about making a video game out of that seems wrong...but we do it with war, so who knows.
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#65: Re: .. |
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by Passa
on 06/04/2006 23:51, refers to #64
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I downloaded it too.. rather depressing actually. Imagine what the parents would have thought.. I got like a level into the game and it was pretty lame, it almost made the whole thing look fun..
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#67: Re: .. |
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by enigma_0Z
on 06/11/2006 17:20, refers to #63
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Out of mostly curiosity,
If we upgrade the menus (3d & such), is there a possiblity of it being backported to Sauerbraten?
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#68: RPG and Adventure |
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by Quin
on 06/17/2006 07:40
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Having previously worked with cube for a while, making a small mod for my little community (which we fondly called 'tesseract' [aka hypercube]), I was inspired to make a platform adventure game (with a style ala super Mario 64, or similar). Due to the limitations of the cube engine (single level) I never tried it with that source base. Now that I see sauer is finally maturing as a project, and that RPG elements are being added, there is a great potential for alternate game modes (even if it had to be a mod) in this vain.
I would like to implement this style of gameplay for sauer but as the engine seems far from complete, I would hate to backport fixes into the source. I was wondering, as a programmer, whether this was an idea the sauer community as a whole would like to pursue, and if so, how does one become a developer to be able to contribute to the main pool?
Please excuse me if this is the wrong area to address the issue, I just figured it was related to the RPG aspects.
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#69: .. |
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by Max of S2D [Fr]
on 06/17/2006 13:08
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Do you think mods could add a MMO option ?
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#70: Re: RPG and Adventure |
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by CC_machine4
on 06/17/2006 13:58, refers to #68
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a platformer? nice idea, but why do you need to do any coding, sauer has infinite room-over-room capabilities!
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#71: Re: RPG and Adventure |
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by Passa
on 06/17/2006 14:02, refers to #70
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Err Sauerbraten is an FPS.. of course you need programming to make it a platformer.
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#72: Re: RPG and Adventure |
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by Quin
on 06/18/2006 12:10, refers to #71
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Yeah, and I think sauer would be a great engine now, as the levels can be quite large (I was playing with /newmap for half of last night, and let's just say it really hurts when you use 10000, hah).
I'd say eisenstern would have a lot in common with a patformer, but levels would be more linear and variable (seperate maps).
If there's enough interest I'll probably do up a design document, as even if it won't go into the main sauer distro it can surely become a decent mod. It'd just be preferrable to keep it current with fixes and additions from the main pool, as I can see quite a few ideas planned in TODO which are very intriguing.
I've noticed everyone has seen TC's come and go, most fizzling into the abyss, but I hope my years of waiting for an opportunity like doesn't go unfulfilled.
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