Untitled RPG Project

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Error
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Re: Untitled RPG Project

Post by Error »

ROFL. I love it. It fits the childish theme well.
Error
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Re: Untitled RPG Project

Post by Error »

Quietly working. Update: I've been attempting a complete retexture of the world map, as well as implementing the inventory system. This could take a bit of time, as work is bogging me down as well as the holiday season. I expect more updates soon though.
Error
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Re: Untitled RPG Project

Post by Error »

Started work on the inventory screen...
Image
Error
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Re: Untitled RPG Project

Post by Error »

First Test Video: Just a walk around town.

NPC's not yet implemented.
Weapons and Hats not yet finished.
Monsters not yet shown.
frag.machine
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Re: Untitled RPG Project

Post by frag.machine »

Nice! I noticed the player turns in steps of 45 degrees. Can you roam freely on the map or are you restricted like in most 2D JRPGs ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Error
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Re: Untitled RPG Project

Post by Error »

Free as can be. There will be a few clip brushes to keep players from getting stuck in certain areas, that's all.
Nahuel
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Re: Untitled RPG Project

Post by Nahuel »

really nice pics frag.machine!! :biggrin: :biggrin:
hi, I am nahuel, I love quake and qc.
frag.machine
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Re: Untitled RPG Project

Post by frag.machine »

Nahuel wrote:really nice pics Error!! :biggrin: :biggrin:
;)
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Error
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Re: Untitled RPG Project

Post by Error »

lol
toneddu2000
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Re: Untitled RPG Project

Post by toneddu2000 »

Project is shaping up, no doubt about it. I like minimal walking animation, really! Also I like how streets cut grass meadows, but probably you'll need (not now, but during final composition) sun lightmaps to give detail to environment.
Good work, Error!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Error
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Re: Untitled RPG Project

Post by Error »

Thank you all. I plan on worrying about lighting as it gets to a more complete stage. The map is a priority but not the lighting... I'm also no mapper.
toneddu2000
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Re: Untitled RPG Project

Post by toneddu2000 »

Error wrote:I plan on worrying about lighting as it gets to a more complete stage. The map is a priority but not the lighting...
Yeah, completely agree, lighting process is final stage, mine was just a suggestion, probably useless, but of course if some angel/developer would add cascaded shadow maps and gi to fte that would change everything.. :lol:
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Error
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Re: Untitled RPG Project

Post by Error »

So, I need a little input on what I should do with the control scheme here.

I originally planned on having a keyboard only control scheme, then I added a mouse driven inventory system that is causing a problem. I don't like having to take my hands off of the keyboard for anything. It's an inconvenience.

So, here is how it currently is:
https://youtu.be/yix89oN8dSo
WASD - Movement
Arrow keys for attacks and abilities.
Mouse driven inventory (which I can change to a keyboard driven menu)
The character faces the way you move. I like this. Reminds me of old Zelda games.

Here is an alternative:
https://youtu.be/0lq6mktSMcA
WASD - Movement
Mouse for attacking and abilities.
Mouse driven inventory.
The character faces the way the mouse aims. I don't like this as the animation looks wonky.

Anyone have any suggestions?
toneddu2000
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Re: Untitled RPG Project

Post by toneddu2000 »

Second one, with no doubt. Player facing mouse is not wonky at all, imo. It's cute! :biggrin:
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Spike
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Re: Untitled RPG Project

Post by Spike »

the second is more familiar to me.
its a little more arcadey in that strafing while fighting is much simpler, which means you can require its use without excluding casual players quite so much, whereas the first limits gameplay to only 8 directions which requires more strategy.
or in other words, gameplay is probably going to be easier to balance with the second scheme, assuming players are not limited to a dpad.

regarding animations, if you split your model into upper/lower parts, you could more freely twist the upper without twisting the legs. additionally only respond to the mouse when actually clicking/attacking (some timer after which it reverts to the direction that its facing), should make the inventory etc feel a little more natural.
either way your animation+movement+angle changes seem too jerky for my tastes.
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