<---- did you need a concept artist?
hit me up pm if you want I can show you some of my stuff. I am a bit rusty but can easily get back on the wagon and learn new shit as well.
<---- did you need a concept artist?
hit me up pm if you want I can show you some of my stuff. I am a bit rusty but can easily get back on the wagon and learn new shit as well.
bigger link: http://bucket.bluegartr.com/f91d2dfb...d54a5aa0f9.jpg
XNA is proving to be pretty difficult. Its basically a wrapper for DirectX, so adding graphics has added a LOT to development. Basic character movement has taken over 300 lines of code. However, I seem to have gotten it to work. I'll keep you guys updated where I'm at.
I'm still looking for some basic story and gameplay elements you want to integrate so I can plan ahead.
edit: In terms of battle systems. I can do something like the old school final fantasies where you get a little cut scene in and you have a small party of people, or I can make it 'live action' so that you're dodging spells and attacks. Although, you'll basically be running around as a sprite so it wont be as engaging. The former being a bit harder to program, the latter being easier, open to more things, but perhaps basic combat being pretty lame.
Is that VS2010?
Yes, ultimate.
Thinking too small, whatever you do needs to consider three key things:
Content
There needs to be a way to ensure there is fresh content to the same people who played FFXI. These aren't casuals, they are the kind of people who enjoy sitting down for hours at a time, experimenting, optimizing and doing tons of work for marginal rewards. Even if a few more BG people enlisted to assist you, there is absolutely no way you will create enough content to satisfy the audience of BG forum. This brings me to my first point, whatever you do have in mind the idea for easily expanding to include content anyone could produce given a simple syntax. Want to know what would be badass? If a poster who doesn't know shit about programming could write up a simple formatted document that could be interpreted into something tangible in the game.
The syntax is rough and strictly an example but with this sort of setup you would have an overwhelming amount of content tailored to the forum. You would only need to setup a world in which everything took place.Code:[Quest='Rainbow'] StartNPC = Magus(Level=6,Sprite='MaleBrownHair',Zone='Spam Forum',Pos=(452,24)) Conditions = Player.Level > 6 [Dialog] Magus: Which shoes should I buy? * rainbow shoes. * nice shoes, faggot. Magus: Fuck you, go get me some rainbow leather. @Magus: Thanks, now I can make my rainbow shoes. Here's 600 gold for not being a dick. [Targets] {'Rainbow Cockatrice','rainbow leather'} [Goals] Player.Inventory.Contains = {'5#rainbow leather'} [Rewards] {'600g','9001xp'} Player.Quest.Mark = Magus.Quest('Rainbow')
Forum Tieback
I remember a long time ago, nearly 8 years ago now, there was a Final Fantasy forum where each forum user had a character tied to their account. As you posted you gained 'experience' and leveled up and gained gold, etc. You would buy gear and spells for your character and you could PvP other players. It was really fun, I remember my friend and I would post and battle pretty often, eventually getting the best spells and stuff, it was all based on Final Fantasy stuff. It didn't need to be complex and the fact that it was so simple made it easy to grasp and fun to 'level', with a clear path toward progression (just posting on the forum). Don't know how big the tieback could be but it could be as simple as relating some statistic to your post count, join date, or even just your name.
Gameplay
Personally, I say ditch graphics, you just complicate things. Making something similar to a MUD would be great and I'm sure there are ways to have users submit content to a MUD in a certain format, I know 'admins' have access to commands in some that allow them access to things which can drastically alter the games world. Also, single player is dumb as fuck, make it multiplayer or bust. You make it multiplayer with the user generated content, you make it something that will last much longer than something you make a single story line for, which will likely be shitty (lets be honest) and at the end there will be nothing encouraging people to come back. Multiplayer games have the beauty of building and reinforcing social connections so you end up staying for a much longer time. You need some server to just run the 'MUD' which is in my mind a really simple API that takes some text argument (command) and decides what the result of that command is and sends back a response to the user. Writing something like this would be so fucking simple especially in something like node.js which would be ideal for keeping things fast, asynchronous and in realtime (multiplayer, sup).
Shoot me a PM if you want help, I am sort of interested in working on something like this in my spare time. Especially tieing it back to BG somehow to increase traffic and create something cool that everyone on BG can enjoy.
tl;dr user generated content, forum tie-in, fuck graphics (for now), fuck single player, multiplayer or bust
Just to show you how little support XNA provides, in order to get a string of characters that you typed out from the keyboard into the game, you have to use something along the lines of this:
Just for basic input.. Lots of added development.Code:using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace New2DRPG.CoreComponents { /// <summary> /// This is a game component that implements IUpdateable. /// </summary> public class Textbox : Microsoft.Xna.Framework.DrawableGameComponent { Texture2D textboxTexture; Texture2D cursor; SpriteFont spriteFont; SpriteBatch spriteBatch; ContentManager Content; string text; Keys[] keysToCheck = new Keys[] { Keys.A, Keys.B, Keys.C, Keys.D, Keys.E, Keys.F, Keys.G, Keys.H, Keys.I, Keys.J, Keys.K, Keys.L, Keys.M, Keys.N, Keys.O, Keys.P, Keys.Q, Keys.R, Keys.S, Keys.T, Keys.U, Keys.V, Keys.W, Keys.X, Keys.Y, Keys.Z, Keys.Back, Keys.Space }; Vector2 cursorPosition; Vector2 textPosition; Vector2 textboxPosition; TimeSpan blinkTime; bool blink; KeyboardState currentKeyboardState; KeyboardState lastKeyboardState; public Textbox(Game game, SpriteFont spriteFont) : base(game) { spriteBatch = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch)); Content = (ContentManager)Game.Services.GetService(typeof(ContentManager)); this.spriteFont = spriteFont; textboxTexture = Content.Load<Texture2D>(@"GUI\textbox"); cursor = Content.Load<Texture2D>(@"GUI\cursor"); textboxPosition = new Vector2(); cursorPosition = new Vector2( textboxPosition.X + 5, textboxPosition.Y + 5); textPosition = new Vector2( textboxPosition.X + 5, textboxPosition.Y + 5); blink = false; text = ""; } public string Text { get { return text; } set { text = value; } } public Vector2 Position { get { return textboxPosition; } set { textboxPosition = value; SetTextPosition(); } } private void SetTextPosition() { cursorPosition = new Vector2( textboxPosition.X + 5, textboxPosition.Y + 5); textPosition = new Vector2( textboxPosition.X + 5, textboxPosition.Y + 5); } public int Height { get { return textboxTexture.Height; } } public int Width { get { return textboxTexture.Width; } } public override void Initialize() { base.Initialize(); } public override void Update(GameTime gameTime) { currentKeyboardState = Keyboard.GetState(); blinkTime += gameTime.ElapsedGameTime; if (blinkTime > TimeSpan.FromMilliseconds(500)) { blink = !blink; blinkTime -= TimeSpan.FromMilliseconds(500); } foreach (Keys key in keysToCheck) { if (CheckKey(key)) { AddKeyToText(key); break; } } base.Update(gameTime); Vector2 textSize = spriteFont.MeasureString(text); cursorPosition.X = textPosition.X + textSize.X; lastKeyboardState = currentKeyboardState; } private void AddKeyToText(Keys key) { string newChar = ""; if (text.Length >= 16 && key != Keys.Back) return; switch (key) { case Keys.A: newChar += "a"; break; case Keys.B: newChar += "b"; break; case Keys.C: newChar += "c"; break; case Keys.D: newChar += "d"; break; case Keys.E: newChar += "e"; break; case Keys.F: newChar += "f"; break; case Keys.G: newChar += "g"; break; case Keys.H: newChar += "h"; break; case Keys.I: newChar += "i"; break; case Keys.J: newChar += "j"; break; case Keys.K: newChar += "k"; break; case Keys.L: newChar += "l"; break; case Keys.M: newChar += "m"; break; case Keys.N: newChar += "n"; break; case Keys.O: newChar += "o"; break; case Keys.P: newChar += "p"; break; case Keys.Q: newChar += "q"; break; case Keys.R: newChar += "r"; break; case Keys.S: newChar += "s"; break; case Keys.T: newChar += "t"; break; case Keys.U: newChar += "u"; break; case Keys.V: newChar += "v"; break; case Keys.W: newChar += "w"; break; case Keys.X: newChar += "x"; break; case Keys.Y: newChar += "y"; break; case Keys.Z: newChar += "z"; break; case Keys.Space: newChar += " "; break; case Keys.Back: if (text.Length != 0) text = text.Remove(text.Length - 1); return; } if (currentKeyboardState.IsKeyDown(Keys.RightShift) || currentKeyboardState.IsKeyDown(Keys.LeftShift)) { newChar = newChar.ToUpper(); } text += newChar; } private bool CheckKey(Keys theKey) { return lastKeyboardState.IsKeyDown(theKey) && currentKeyboardState.IsKeyUp(theKey); } public override void Draw(GameTime gameTime) { spriteBatch.Draw(textboxTexture, textboxPosition, Color.White); if (!blink) spriteBatch.Draw(cursor, cursorPosition, Color.White); spriteBatch.DrawString(spriteFont, text, textPosition, Color.Black); base.Draw(gameTime); }
However, in terms of the post above me, I plan to release a developer toolkit once I get farther into development with this that will allow you to add anything into the game. The current system is based on XML, although, it has a way to go until it is entirely developed. Since this is graphics based, there has to be a huge amount of tools for this to actually be made. Its essentially going to be an engine rather than a hard coded game.
In terms of making this online, thats unlikely to happen on the first release. It may evolve into that some time in the future, but I havent tried my had at game creation in years, and I have forgot most of what goes into this. On top of that, in the last game, I had a donation line open for a vps in order to host the game server so that people could actually play, and after about a month of running the thread, not a single cent was donated. On top of that, this adds a HUGE amount of time on my end with security, server coding, etc. Like I said, it may turn into that in the future, but at the moment the intention is to make this a single player game with heavy modding options for people to play with. There will be a central story you can add on to (with quests, missions, dialog, charaters, etc) or perhaps make your own game based on this engine with your own story or sprites.
The current worries that I have, and something that may slow this project down a LOT since I haven't dealt with it in several years, and even then, I did it with a lot of reading and trying to understand other peoples work, was npc and mob pathing, as well as certain systems like damage and balance.
I do have some ideas on how to make this a little more fun. I like the idea of pokemon with fighting over a network or something. I may make it so that you're able to go out and collect different items, or perhaps make it procedurally generated, so that you can find items that are different in each game, or rarer in some instances, and then fight it out on a network. I think that would be pretty fun.
The more I think about it, the more I am leaning towards a system like old school FF games, where you have a small party of characters you control in battle, and just base it around that central battle system. I like the idea, and its tried, tested, and true. I think a pvp system in that format may be pretty fun as well.
This game has a long way to go, though. The more I get into XNA the more irritated I am by the total lack of support for even basic things. Everything has to be coded by hand. The cool part about this is, though, that once I get it working right, this will be able to be played on the xbox.
I can't promise or predict how fun this game is going to be since I'm the only one working on it and there is a lot on my plate, but as long as you guys are interested in helping make it, I'm sure it will be entertaining for at least a little bit.
Finally, I'll try to keep this thread updated on where I'm at. If you guys are interested in this, please keep giving me ideas and keep on me about this project. I dont want to be talking to myself or developing something no one is going to use or play.
For those that are interested in the more technical aspects of this type of thing, This is where I'm at right now in terms of character construction:
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Main plot: Qal's quest to download every file in the universe, or at least find a link. His problem lies in that Sono has banned the universe. Must seek help from Ragns.
Sub plots: Kerb runs out of images to post. Day actually posts an img in RIT. Vandole becomes one with Horse God.
Plot tweest: Ragns has turned the mods against Sono. Bruce Willis is dead the entire game.
http://www.newgrounds.com/audio/listen/444863
Awesome music I intend to use in this.
I like political intrigue type storylines.![]()
A boy...
I was not aware of your small mmorpg project and/or how much progress/playability you got with it before the old "lost source code, hard drive failure/corruption/was on a floppy/cat ate it" excuse,
NOTE: I'm not trying to be rude here, I come from a RPG Maker & MUGEN (2-D Fighting Game Maker, make your own Street Fighter, etc) community and know very well what happens to "epic" projects. i.e. nothing, or a demo and burn. This is no different.
I enjoyed reading the whole thread, as it brings me back to the time I was heavily involved in both communities, not art wised but programming/planning wise.
As you're starting from scratch and from what seems to be a custom engine/code using VS, you seem to have endless ideas, which can be good or bad, but no real focus, as you still have the most important thing, the engine/system to decide and finalise on.
It's surprising to me that RPG Maker was not considered or mentioned until Gulkeva brought it up. I appreciate that you're trying to take your ideas to an overall bigger level of things beyond the capabilities of RPG Maker/equivalent tool. But unless you're getting paid to do this, or somehow have an endless amount of time (life, work, something, gets ahead of this eventually)
At the moment you're asking for story ideas, or system ideas, when the overall scheme of things isn't even finalised. While it's cool to see people interested in contributing, I think it's way too soon and these things should not be at all thought about, as you did not have a base to start off at all. So this means you play god and have to think about every, single, thing.
Better to come up with and settle on a system, and some basic elements of it all, before even going into music, chars, looks. One at a time.
~*~*~*
If you must do it all manually/custom, how about basing it off on the mmorpg you previously created?
Otherwise if this is all just a fun project, I heavily advise against going full custom and just use some tool out there such as RPG Maker (2D) or DarkBasic (3D), both commercial products with lots of sample material. Also it seems you're doing it one man, which means nothing will get done (trust me, I've been there!).
However if this is an attempt to try and get in the industry, by all means don't let me stop you, as it can be an extremely nice portfolio entry.
I attempted to do something similar a few months back using World of Warcraft models where I ideadumped my ideas:
http://www.bluegartr.com/threads/102...-MUGEN-Project
It's not really gotten anywhere due to laziness! But I am interested in carrying it on. We'll see.
I'm not wild about forum tie-ins if it's more than just names, as you'll have plenty of 'jokes' some just won't get and maybe even seem out of place like the Macarena Temple quip in FFX. While some have thrown out what they like to see in plots, the actual genre can play a part in what's possible and isn't, or shouldn't be. Would you be more interested in something medieval, modern, or sci-fi? From there, how fantastic or mundane? If you wind up going for something political, then you'll be looking at needing at least two factions to flesh out, and with that environments in which their principles can take root in some form or another.
As for combat, no doubt something akin to Dragon Warrior or FF1 would be easier. I don't believe online is a requirement, nor are stupid timesinks for marginal equipment improvements. Keep things simple for now, that way creeping features don't dilute focus and potential. Offering some kind of user generated content option might be nice to consider, but it'll need some level of sanity checking so you wouldn't have level 1 mobs dropping the most powerful gear and so on.
There are tons of things wrong with this post. For starters, the mmorpg I had made was complete. The engine worked fine. I was in map development and sprite creation. However, I lost the entire source and couldnt open it in visual studio.
This game is ENTIRELY from scratch. There is no code that is contributed to it. The engine is totally custom, and uses the XNA language, which is based on the c# syntax.
RPG maker is not what I'm looking to do. I'm not doing this just to make a game. I'm a programmer by trade, and hobby, and am always looking to explore different programming paths to learn new things. This particular project is my attempt at XNA, which is a directX wrapper that is used for Xbox360 games, and computer games.
I'm not sure what you mean by the overall scheme of things. Thats what I'm asking you for. I can code anything I want to. So if people come up with a good idea, it'll be implemented. Basic things like battle systems are what I was looking for while I developed movement and collision detection. However, I already settled on what I'm going to do. Also, I have the ability to have a long term hobby. I don't know if people just have ADD, but when I typically do something like this, I do it for months. My last project before this one took me 8 months to complete, but I was happy with the product.
The music was just something I found on newgrounds while I was browsing around. Sprites are required to do the frame animation for movement and battle systems. There is no "one at a time." you plan out what you're going to do, and everything works together. You have to have movement and animation before you can have anything else.
I dont want to base it on the MMORPG I made because it is not the same game and the play-style is entirely different. Rather than having several people to group up for instances, you get to do it all by yourself. Different game, different structure.
I have no intention of using another engine as this is a learning experience for me, and I'll be doing it for fun and as something to do when I'm not at work. This is not an effort at all to 'break into the industry' or anything like that. I wanted to learn how to write a game for the xbox, so thats what I'm doing.
It was years ago. I have since replaced my hard-drive. I tried for about a week to salvage what I could, but it would have required a huge effort to reverse what had happened. I wrote it off as a learning experience, but was pretty pissed off about it.
For those that care about the technical aspect of game creation, and want to see where I'm at, this is where I got to today:
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He was asking if you've backed it up.It was years ago. I have since replaced my hard-drive.