Untitled RPG Project
Untitled RPG Project
Some progress on a untitled Online Action RPG I'm making... (slow but steady)
Some work on a PvP Arena area. WIP
"Finished" PvP Arena area.
Some work on a PvP Arena area. WIP
"Finished" PvP Arena area.
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Untitled RPG Project
hi Error! Character is cute! Will you upload some video of gameplay soon?
What does it mean PvP? And what does it mean the text in hud "Create or load pin"?
What does it mean PvP? And what does it mean the text in hud "Create or load pin"?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Untitled RPG Project
1) PvP = player versus player (the opposite being PvE or player versus enemy).
2) I suppose it's some kind of identification screen where you enter a PIN (Personnal Identification Number) in order to load a character.
Back in the 2000's when I was working on a Quake RPG project with some friends (first called, huh, QuakeRPG and later renamed to Realms of Quake) we were toying with a custom NQ engine that would "persist" player profiles and we had a similar login screen (engine-side, not QuakeC). I shrug just remembering the silly modifications we slapped in the code (rotating console anyone ?) and the crappy hacks I inflicted to Tomaz' CleanSrc to support our project.
2) I suppose it's some kind of identification screen where you enter a PIN (Personnal Identification Number) in order to load a character.
Back in the 2000's when I was working on a Quake RPG project with some friends (first called, huh, QuakeRPG and later renamed to Realms of Quake) we were toying with a custom NQ engine that would "persist" player profiles and we had a similar login screen (engine-side, not QuakeC). I shrug just remembering the silly modifications we slapped in the code (rotating console anyone ?) and the crappy hacks I inflicted to Tomaz' CleanSrc to support our project.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Untitled RPG Project
EDIT: BTW, my project was unrrelated to Error's same name mod.frag.machine wrote:1) PvP = player versus player (the opposite being PvE or player versus enemy).
2) I suppose it's some kind of identification screen where you enter a PIN (Personnal Identification Number) in order to load a character.
Back in the 2000's when I was working on a Quake RPG project with some friends (first called, huh, QuakeRPG and later renamed to Realms of Quake) we were toying with a custom NQ engine that would "persist" player profiles and we had a similar login screen (engine-side, not QuakeC). I shrug just remembering the silly modifications we slapped in the code (rotating console anyone ?) and the crappy hacks I inflicted to Tomaz' CleanSrc to support our project.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Untitled RPG Project
ah, ok. thanks frag.machine for the clarification
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Untitled RPG Project
frag.machine nailed it. The PvP arena will be made bigger after I did some testing and found it too small. The pin system is to log in to a persistent character. It's an action adventure online rpg similar to Zelda. I'm making it for family/friends. Cute and easy to play but has some depth for hardcore players.
My mod I called "Realms of Quake" is probably officially dead. So the name is all yours again. I don't have the time anymore for something that insane.
This is a lot more manageable for one person to create though I may need the communities assistance sometime soon. It's a very model heavy game. Not so bad on the animation level.
Really the main thing I need are 16-bit inspired textures like in the image above. I'm having a hell of a time finding town and building related textures that fit the theme. Any help there would be great. Texture sizes are currently 64x64.
My mod I called "Realms of Quake" is probably officially dead. So the name is all yours again. I don't have the time anymore for something that insane.
This is a lot more manageable for one person to create though I may need the communities assistance sometime soon. It's a very model heavy game. Not so bad on the animation level.
Really the main thing I need are 16-bit inspired textures like in the image above. I'm having a hell of a time finding town and building related textures that fit the theme. Any help there would be great. Texture sizes are currently 64x64.
Re: Untitled RPG Project
So, equipment for the game has been determined.
Hats - These items offer new visuals for players to differentiate themselves from others as well as harness a hat-specific ability to help create more diverse play-styles.
Class Artifacts - These bestow 2 core abilities for a given class when equipped. They can also be swapped in and out at will (while not in combat) to change classes on the fly.
Weapons - Melee, ranged, magic. The choice is yours.
First hat for the game. Warrior's Spiked Helmet with hat ability of charge.
Hats - These items offer new visuals for players to differentiate themselves from others as well as harness a hat-specific ability to help create more diverse play-styles.
Class Artifacts - These bestow 2 core abilities for a given class when equipped. They can also be swapped in and out at will (while not in combat) to change classes on the fly.
Weapons - Melee, ranged, magic. The choice is yours.
First hat for the game. Warrior's Spiked Helmet with hat ability of charge.
Re: Untitled RPG Project
will you be using csqc in this?
Re: Untitled RPG Project
ceriux : I plan on having minor csqc. Just simple HUD drawing, nothing fancy.
On a side note, no more animating hats. I've completely re-written my visual weapons framer to work with hats and hopefully be more accurate with animating.
Hermes Helmet in the animating mod:
On a side note, no more animating hats. I've completely re-written my visual weapons framer to work with hats and hopefully be more accurate with animating.
Hermes Helmet in the animating mod:
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Untitled RPG Project
Lovely! I like very much the day-to-day update! Keep it up if you can and if you have time!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Untitled RPG Project
I'm trying to keep it all fresh and going. This is a project for my kids first, before everyone else. Updates happen when I'm off of work with nothing to do. Sometimes late night after work.
Nothing about this game will be complicated to make. It's all code I've made before, just repurposed. I'm aiming for a game that you can play with your kids or with some good friends. Fun for all ages.
Nothing about this game will be complicated to make. It's all code I've made before, just repurposed. I'm aiming for a game that you can play with your kids or with some good friends. Fun for all ages.
Re: Untitled RPG Project
A little work on the town:
Texture improvements will come.
Texture improvements will come.
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Untitled RPG Project
Cool... What engines are you targeting ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Untitled RPG Project
Darkplaces. It's my engine of choice.