Eisenstern : The RPG project |
by Aardappel_
on 05/10/2006 01:20, 317 messages, last message: 12/12/2010 14:57, 205230 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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#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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#92: .. |
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by makkE
on 08/10/2006 21:31
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Gah why am I replying to this at all?
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#93: Re: .. |
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by Passa
on 08/10/2006 23:39, refers to #92
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I thought the same thing.
Now that Eisenstern is coming along nicely, and its a RPG.. there are just going to be more and more 'MMORPG yay' posts.
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#94: .. |
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by Ketamin
on 08/11/2006 00:11
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Makke I havent been modelling for long but thanks for the reply. Any tips on how I could lower that polycount? The shroom is actually meant to be wast height. (alice in wonderland kinda thing)
Look I have worked with the Cube Engine before; day and night is possible - I am not at my computer at the moment so I can\'t check how the light entities exactly work but I doubt it will be hard to reduce the light emitted - although I could be wrong so forgive me if I am.
I have read the entire html file before; your claim that it would take far too much code - it\'s hardly too much code to implant a simple server side skill system.
All I am taking about are simple ajustments to what you have already done with the RPG in the current Saur release to make it a playable and fun game.
A \"friendly fork\" is not taking the project and running away with the content. It would be me working side by side with the RPG team and releasing an MMO capable version on every stable release of the RPG engine.
I am happy to do that if you want to keep your RPG ideas intact from my MMO\' ideas which seems to be the case.
Would that be a problem with you? It\'s not like i\'m going to run off with your content and start start somthing different I just think your missing a good opertunity with the \"no MMO\" attitude.
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#95: .. |
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by makkE
on 08/11/2006 00:33
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Heh now that sounds better..
Anyways I believe thereīs already such a thing as a mmo fork by someone, just a few posts up in here:
http://www.radig.com/wiki/index.php/Main_Page
Maybe get in touch with these guys?
Anyways, if your mushroom is waist height, thereīs still not much to be seen from the trunk or whatever itīs called, you can sure save a lot polies in there.. a 8 or ten sided cylinder with 2-3 stacks should do the job fine, probably even less.. Most detail would go into the shape and roundness of the "hat".
When you make props always think about how much of it is actually seen mostly and put the detail in there, less important parts can get away with less detail. Also keep in mind where the focus is to the average viewer.. noone looks too close at the trunk of a mushroom, itīs the hat wich is in the focus naturally. Plus an upright cylinder may be pretty low poly, since you donīt see the shape from the top or bottom.
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#96: Re: .. |
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by kurtis84
on 08/11/2006 02:17, refers to #95
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"Can I atleast have permission to friendly-fork the Eisenstern engine to create an online build?"
As makke says, PLEASE read the docs about this...you can do what you are asking, but there are guidelines.
"Look I have worked with the Cube Engine before; day and night is possible"
This is NOT cube. Sauerbraten uses lightmaps. The average rpg map takes around 20-30 minutes on a fair pc to compile the lighting....could you please explain to me how you expect to make that real-time?
Also, I should mention there are no dynamic lights in Sauerbraten. The only way you'll do day and night with this engine is by making every map have a day and night version....well, unless you can remove the lightmap lighting method, and add in real-time lighting. :)
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#97: .. |
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by pushplay
on 08/11/2006 03:02
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"Ketamine, slow down"
Come on, that's pretty funny. :)
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#98: um... |
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by Aardappel_
on 08/11/2006 05:31
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I know MMORPGs are popular... no strike that, WoW is popular.. all the 100 other MMORPGs die a silent death.
Have you heard of a game called Oblivian? It lead the PC and 360 sales charts for quite some time. People still enjoy single player rpgs. I know I do. Watch for Gothic III when it comes out....
People don't understand what an insane engineering effort making a solid MMORPG is. Pretty much 100% of people on the net who say they will be making an MMORPG are dumbasses who don't understand game development (yes, 100%.. those few people who DO understand it are a rounding error).
Now if anyone could pull it off it would be me and eihrul, between us we have more networking/database/systems experience than most any pair of programmers, but frankly, we don't want to. A SP RPG will allow us to get to something playable quickly, and we'll have a wonderfull game for everyone to play and create new stuff for. An MMORPG will be an endless struggle. We're being pragmatic, but I think we're alone on this planet...
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#99: Re: um... |
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by Passa
on 08/11/2006 08:14, refers to #98
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Oblivion is a perfect example. I tried the WoW 14 day trial and I can tell you its nothing special. It felt like any other RPG except I had real people rather than NPCs playing.. so that meant laaaag and alot of stupid tards playing.
It seems everyone wants to make their own MMORPG these days. Here is a perfect example (lol this is so funny, this tard posted about it on my ISPs forums :P)
Wow, it was hard to find the link I realised... the forum admins deleted it as spam thankfully :) but I found it in my history :P
Funny as: http://www.freewebs.com/noironline/
"It's kinda a 'Work in progress' game .. we are looking for a programmer/3d designer or two"
lol
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#100: Re: .. |
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by Max of S2D [Fr]
on 08/11/2006 09:36, refers to #91
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Wait, maybe a MMO mod of Eisenstern will appear... xD
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#101: it is not excluded... |
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by Aardappel_
on 08/11/2006 20:55
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that eisenstern SOME DAY will include coop or evolve into something MMORPG like. But we will FIRST make a very polished and complete SP RPG, and THEN we will consider our options. So lets talk about this again in a year from now :)
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#102: Speaking of RPGs |
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by pushplay
on 08/12/2006 03:29
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Someone brought this game to my attention:
http://www.heroesofae.com/en/
It's supposed to combine RPG and RTS elements, which brings to mind Ogre Battle. The page is thin on details but the shots are pretty, so we'll see how that turns out.
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#103: Re: Speaking of RPGs |
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by Passa
on 08/12/2006 04:04, refers to #102
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reminds me of Warcraft III, hailed as one of the first RTS games to incorporate RPG elements (heros level up etc)
whoo just realised that the BETA is for download!!
whoo just realised again that the BETA is mirrored on my ISPs FTP, yay no quota usage :)
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#104: Re: Speaking of RPGs |
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by JamesB
on 08/13/2006 08:52, refers to #102
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Have you guys checked out http://www.projectoffset.com/
Graphics are amazing!!
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#105: Re: Speaking of RPGs |
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by Chaos
on 08/14/2006 17:48, refers to #104
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I've been checking back on those guys every few months. It's almost too hard to believe that's in-game graphics.
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#106: Translate |
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by Max of S2D [Fr]
on 08/29/2006 13:13
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I wanna know if it will be possible to translate (into french or other languages) the in-game texts (talkings, etc.) of Eisenstern...
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#107: Re: Translate |
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by MeatROme
on 08/29/2006 14:04, refers to #106
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Everything using scripts can be translated, although all special chars a language may use that is not on the newerchars.png (see sauerbraten/data/) will not be displayed on-screen - only the console will show it (like for echo's and things said in-game).
Stuff that is hard-coded into the engine would require re-coding, re-compiling and re-distributing the binaries.
This includes stuff like "quad-damage will spawn in 10 seconds" and the like.
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#108: .. |
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by Max of S2D [Fr]
on 08/29/2006 14:29
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Translate the texts is ever good. In the Eisenstern menus we will include translations of this terms :D
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#109: About quests... |
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by Kotch
on 10/09/2006 10:26
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Would it be possible to implement quests the way the GTA games do missions?
The number one most annoying thing about Morrowind is how the quests can interfere with each other. You can break the game entirely just by wandering around and messing with stuff.
In Grand Theft Auto, the characters and items associated with a mission are put into the map when you start the mission, so you don\'t wind up accidentally killing the wrong NPC or losing the wrong item and stopping your progress through the game.
I imagine that sort of system would save you a lot of work in the long run too, because you wouldn\'t have to sort out the tangled mess of interfering/mutual exclusive story elements.
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