Thinking about some RPG...

Started by EgonOlsen, December 11, 2011, 11:41:06 PM

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EgonOlsen

...every now and then, i'm thinking about making a sequel to a RPG that i did on the Commodore Amiga 20 years ago. If it ever takes off, it'll be for Android...but for now, i'm playing around with desktop jPCT to keep the spirit alive...here's a first screenshot of some concept code to try a few things (texture splatting, automatic terrain adjustment to buildings etc...). I'm not sure if this will ever lead to something, but i thought that posting about it might help to motivate me...




Marlon

Wow, this looks really great!!! :)
I like the feeling that behind the hills and trees, there could be very many new things to explore!
What kind of RPG are you going to make? What program do you use to make models and textures?
www.forgottenelements.com
Free Action JAVA MMORPG

Nick

This looks stunning already! If you make a structured development plan it'll definitely help you finish the project, I'm sure! So what are those plans?

EgonOlsen

Quote from: Marlon on December 13, 2011, 12:06:01 PM
Wow, this looks really great!!! :)
I like the feeling that behind the hills and trees, there could be very many new things to explore!
What kind of RPG are you going to make? What program do you use to make models and textures?
The old one for the Amiga (http://amr.abime.net/amr_popup_picture.php?src=amiga_joker/magscans/aj_1993_06/042.jpg&c=17703) was a mix between Dungeon Master and AD&D games. It had a 3D view and a tactical combat system, 6 locations, ~30 dungeons, multiple side quests and a main story. You played with a party of four. My idea is to put a little more emphasis on exploring the wilderness and a little less on dungeons, scrap the tactical combat system and go from party to single player...just like any other RPG today... ;) I've no idea, if it will ever lead to something though...

The models are all either from public domain or used with permission. The terrain is done using Terragen. I don't consider them to be final. I'll try to create a working game with more or less good looking placeholder art and then find somebody who does the real models for me (i can't...lack of artistic talent). I would even pay for them, just like i did for my old Paradroidz game models.

EgonOlsen

Quote from: Nick on December 13, 2011, 05:02:10 PM
This looks stunning already! If you make a structured development plan it'll definitely help you finish the project, I'm sure! So what are those plans?
No real planning for now...i'll try to get some basic structure going first and then we'll see if it seems feasible to finish this in time.

EgonOlsen

#5
Fogging, better trees, bushes and smoking chimneys...


Bryan

Oh wow, I really love the style of that. Keep up the good work man, looking forward to see the progress you make on this.

PS. I am new here.

EgonOlsen

Added some small weeds and the trees' leaves are now animated in the vertex shader (...you can't see this in the screen shot... ;))...


Hrolf

More pretty pics!
Any chance of a look at the shader code? I'm using a very clumsy texture blending system ATM and I think shaders are probably the way to go.

Bryan

Haha that is looking really great.

Hopefully you're not losing motivation yet! I'd like to see where this goes.

EgonOlsen

Quote from: Hrolf on December 16, 2011, 04:38:33 PM
More pretty pics!
Any chance of a look at the shader code? I'm using a very clumsy texture blending system ATM and I think shaders are probably the way to go.
I could post them, but i doubt that they are very useful ATM. They look pretty messy, because i haven't cleaned them up yet. I'm also not sure that it's a suitable solution for a case like yours. In my case, the whole terrain is one static mesh with one static blending texture.

EgonOlsen

Quote from: Bryan on December 16, 2011, 06:47:28 PM
Hopefully you're not losing motivation yet! I'd like to see where this goes.
Motivation isn't my actual problem...it's more about time and resources. Plus i'm still undecided if this should stay on the desktop or if i'm going to port it to Android (as initially planned). On Android, i'll have to reduce the visuals a lot to stay within the memory and performance limitations...

Bryan

Ah well best of luck. It really looks good from what we've seen so far.

EgonOlsen


Minigame

You should release the source since the AE edition is your primary project  :P