Eisenstern : The RPG project |
by Aardappel_
on 05/10/2006 01:20, 317 messages, last message: 12/12/2010 14:57, 205234 views, last view: 12/09/2021 06:26, 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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#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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#73: Re: Rpg |
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by Doomed
on 06/19/2006 20:09, refers to #52
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The Eisenstein RPG game will be cool and a new experience for Cube 1 & 2 fans. I would personally still keep the First person view though coz it will fuse the two genres together to make it even intresting.
In addition it would be great if Eisenstein can also be a RTS game where you can controll several units as well as just one character. : )
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#74: Re: just FYI -- SP |
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by Eivets
on 07/08/2006 02:09, refers to #54
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If have now setup an initial web page for my MMORPG project. You can see it at http://www.radig.com/sauerbraten/index.html
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#75: .. |
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by rufsketch1
on 07/23/2006 17:53
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I'd like to help out with the art in this game. it could use some work, i'm an experienced 3D modeler and would also like to do the art design. at the moment, the game looks somewhat dull, and i think every RPG, should look beautiful. As RPGs are relatively slow paced, and people spend alot of time in their environments, i think those environments should be as rich and alive as the characters that live in them.
i'm not quite sure how to go about 'officially' requesting to help, but this should work for now. either e-mail me or reply to this if you're interested.
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#76: Re: .. |
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by Aardappel_
on 07/24/2006 06:36, refers to #75
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easiest is if you can hang out in our IRC channel, this is used most of the time for cooperation between programmers/artists/designers.
There is no "official" application. If you can produce art of good quality in (animated) md3 format, not too high poly and good looks, that is something we can use for the game, it will get in :)
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#77: .. |
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by rufsketch
on 07/24/2006 14:14
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sure whats the irc server name and channel?
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#78: Re: .. |
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by Passa
on 07/24/2006 14:50, refers to #77
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Quake.net, #sauerbraten
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#79: Killing the wolf |
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by guest57
on 07/29/2006 09:37
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So the yellow dude will give me an apple if I kill a wolf - good. So how do I kill the wolf? The 'fire' key just selects within the menu, and the 'attack' menu option doesn't appear to do anything yet... have I missed the obvious?
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#80: .. |
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by Max of S2D [Fr]
on 07/29/2006 10:06
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I have a stupid question...
i've see the rpg's cfg somewhere in the Sauer's Directory.
Quote :"Oh the dragon carries an apple"
xD
Ok, there are too another things.
As the #80 message said, where i am able to find the wolf ? ê_é
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#81: Re: .. |
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by MeatROme
on 07/30/2006 14:04, refers to #80
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The RPG is _very_ WiP.
Run it by passing a "-grpg" parameter to your callup-routine.
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#82: .. |
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by Max of S2D [Fr]
on 07/30/2006 14:57
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Waah, nice !
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#83: Re: Killing the wolf |
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by Aardappel_
on 07/31/2006 06:40, refers to #79
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yes you have... the current rpg mode is nothing but a testing ground for game mechanics... there is no real gameplay yet. Try it at your own peril :)
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#84: Conversation System |
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by Alice615
on 08/10/2006 10:59
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Hi Team Sauer! LOL, is that right? Either way, awesome stuff you got here! I was wondering, is there a list somewhere indicating the progress of Eisenstern - well basically, I was wondering, what's the progress on Eisenstern's conversation system?
Best Regards,
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#85: .. |
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by Ketamine
on 08/10/2006 17:18
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When Saur and Eisenstern split I will be more than happy to start coding a user friendly quest making system; falling damage and server sided stats.
Also I was thinking about day an night - I assume the shadows are real; so couldent I just reduce the ammount of light ammited as the server's clock get's later etc?
I am very excited about this project - I am about to model a variety of mushrooms for RPG mappers to use.
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#86: Re: .. |
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by shadow,516
on 08/10/2006 19:37, refers to #85
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There is no "server clock". Eisenstern is strictly SP.
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#87: .. |
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by Ketamine
on 08/10/2006 19:46
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What the hell!? Why not?!! This would make a billiant online MMORPG and a server sided clock and login system wouldent effect the speed and smoothness of the netcode at all.
Btw here is the Shroom I modelled and skinned:
http://img160.imageshack.us/img160/7294/shroomqn2.jpg
What do you think?
As I was saying. This is perfect of an MMORPG why kill it and make it some boring offline shit?
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#88: .. |
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by Sauceofallevils
on 08/10/2006 19:53
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I am very anxious to see how Eisenstern evolves. The sky trully is the limit with the Sauer engine. The worlds which have been created as of now are marvelous, and the 3rd person perspective works flawlessly. It really adds an rpg feel to it. Once characters, monsters and plots are added to this engine, the gaming experience will be insurmountable! This engine will be an extremely fun rpg and fps, wow. This engine never ceases to amaze me, I must say.
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#89: .. |
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by Ketamine
on 08/10/2006 20:08
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Look this is redicilous if your going to make it single player - whats the point in developing it?
Some really nice content (maps, models etc) have been made for it and your just going to churn it into some boring ass single player game?
I am more than willwing to help - but I only want to help make it an MMORPG not a single player game.
At the moment it's looking great; I like how you can see the health float off people when you shoot them - I was thinking this could be an exciting new breed of real-time FPS and RPG gaming but I guess I was wrong?
Can I atleast have permission to friendly-fork the Eisenstern engine to create an online build?
I could work on Eisenstern and help with the falling damage and I was thinking with the player blocking your view; if the xhair is pointing at your player model alpha it to 128 so you can see through it.
But then I could friendly fork it evey stable release for an online build where it basically had a login server - server side stats/money and server side night/day system.
I could also server side the player health and ammo - there wouldent really be any noticable difference in the smoothness of the game netcode at all.
My main idea for this project was to make an user-friendly quest builder like the map builder you have in Saur; also a Guild Creation system so players can make guilds for a certain about of in-game money.
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#90: Re: .. |
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by shadow,516
on 08/10/2006 21:13, refers to #89
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Uhhh... Aard... You wanna handle this one?
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#91: .. |
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by makkE
on 08/10/2006 21:28
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Ketamine, slow down..
Why not mmorpg: because an mmorpg takes a huge amount of time, a huge amount of code, and last but not least a couple of GOOD servers that prolly cost some $.
You might, before making assumptions and suggestions, read the design document, it explains just about everything.
Plus you should get to know the engine better maybe, because then you would understand that at this point day/night is not possible.
You are free to use the source code for whatever you want, but MAKE SURE you read the readme.html entirely. (yes , _read_ it)
The code is opensource, the media is mostly not, mind that.
Btw, 276 polies for an object the size of your foot max, in a huuge map that holds hundreds of objects and enemys is WAY off.. a mushroom prop for sauer should be 30-50 polys max.. the less the better.
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