Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 06 Dec 2012
Offline Last Active Dec 26 2012 04:03 PM

Posts I've Made

In Topic: Character Customization, the best engine?

15 December 2012 - 02:33 PM

Know of any guides? I've searched character customization but most info is examples and simple mods like different hairstyles.

In Topic: Action RPG, C++ and a Noob. Needing help to learn, at least a direction.

12 December 2012 - 01:00 PM

No worries, I understand the complexities of an RPG, at least at ground level. At one point in High School I was all about RPGToolKit and it debacle of bad code, never made a completed work much less a fully fledged worthwhile stat system, but I definitely under the work needed. Starting with Cooking with Unity, his Space Invaders one is really informative (Although he RREEEAAALLY needs to work on Editing of his videos / ... Coming prepared) The links thus far are great! The Hack and Slash tut is just up the alley of what I'm wanting, especially combined with some effects from BurgZergArcade. :D This is going to be great.

In Topic: Action RPG, C++ and a Noob. Needing help to learn, at least a direction.

12 December 2012 - 01:26 AM

The movie videos I watch I'm starting to fall for Unity, it feel really simplistic but I suppose everyone needs to start somewhere. Besides, Unity feels so... Well designed, some of the other programs just seem to feel clunky, same feeling I get when I compared Gimp to Photoshop, for me Photoshop wins out every time. No worries, I have a disdain for Java personally so by no means will I be going that route. It's pretty safe to say at the moment my chosen engine is Unity, once I get the hang of just what's all involved from a pre-built engine I'm sure I'll venture to craft my own, for now Unity definitely seems like it will suit my needs.

The Prime question now is: If anyone has any RPG Specific Guides / Tutorials or Videos for Unity that you recommend, feel free to reply. Or heck, if you have any links you recommend as a whole, It's not uncommon for me to have a billion tabs open and go through things one by one, the more the merrier. Posted Image

I do seem to be having a hard time finding a comfortable IDE. Playing around with Visual Studio.. I dunno, I just don't like it's stylization. However in the videos linked above (https://www.youtube.com/playlist?list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN) MonoDeveloper looked nice, and I think I might go with CodeBlocks, I just need visual simplicity.

In Topic: Action RPG, C++ and a Noob. Needing help to learn, at least a direction.

11 December 2012 - 12:58 PM

Unity does sound promising, I downloaded a handful of popular ones with intent to just play around and see which interface I like more. As interested as I am in actually learning how the programming behind an engine works, I can't say I'm too ecstatic about the idea of coding one myself, as again I want to get to gameplay more than worrying about if my model is going to show up correctly. Though I feel there's some core knowledge there which I'm lacking which I can't seem to find answers on which don't involve almost entire thesis documents on the subjects. I don't want this to be easy or simple, as I know it's not going to be, I'm trying to approach this almost like a college course wanting the foundational knowledge as well as the practical knowledge. I've tried my hardest to make a coherent design document which seems rather lacking (Aside from story/world content) I really want to know how the hardware pieces talk to one another for game enabled systems. I'm sure it's more complex than Processor - GPU - Monitor, I guess I'm seeking of how our code interacts with the GPU, the idea of it just 'Knowing' what I'm calling is crazy to me.

In Topic: Action RPG, C++ and a Noob. Needing help to learn, at least a direction.

11 December 2012 - 12:04 AM

1. By far C++, as I see the application of learning or at least understanding it's basics can help me in more than just gaming, or just a solely in game creation. Though I'm flexible in this aspect as I feel most Coding application can be applied to most languages I'm willing to go where the Engine takes me, so long the engine does what I need.

2. Easy enough, I'll just have to find one I like, thanks for the link! I downloaded a random one but it freaked out not having other distro packages available or something.

3. So many Engines. It's hard to wrap my head around which one would be best. I'm not looking for high graphics power (As the PC I'm currently running has trouble if I Render 3D models too hard) but I'm definitely looking for simplicity, most of this comes from me wanting to flesh out in my mind what my actual combat / skill system will be like. I'm mostly interested in working with actual distances, attack ranges, damage, Health, anything related to combat and skill progression more than making the world (As the world is Waaaaaay to vast for me to even want to try and tackle without a fun core concept of gameplay). When I think of Engines I have a hard time defining what's better at what, and what's capable of what. Of course my first steps were googling what some of my favorite games use as their engines and take those games as example, but also fear the limitations... For example I love almost anything Bioware, and a handful of Iconic ones (Dynasty Warriors, Fable, Elder Scrolls) Problem is, 90% of the time they of course have an in-house built engine...Which is fine, but I can't seem to find a good comparison of actual mechanics, the coding is not what worries me, the limitation of 3D space is what worries me. I'd had to start to learn one Engine only to find out (Not that this would happen) that by some chance it doesn't allow for a jump function, or doesn't allow actions to be performed while a model is not on a surface. Edit: After going over several engines, Time of Day seems to be questionable, if due time I'd like the engine of choice to be able to support dynamic Time of day... Not sure if it's possible on an engine which doesn't natively support it to code it or not. I figure time of day would simply be a dynamic set of code working in the background not something that exactly has to be pre-installed, but a lot of engine seem to boast 'Time of Day System!'

4. Understandable. As for right now my concept is simple, just a learning experience.
1. Understand basic world generation, how to actually call a landscape, ground and boundaries.
2. Understand basic movement, generating an on-screen character, POV and Camera work.
3. Formulate a more complex backend to this basic world, starting with a UI, code to perform a simple attack skill by a keystroke.
4. How to call an enemy model, give the enemy model health, define how to determine a collison between the two as to form a 'Hit'
5. Generate a character sheet UI, the ability to gain XP or gain some method of advancement (Still undetermined, thus why I wish to play).
6. Have the ability to try out skills in a 3D space, see reasonable limitation and simply explore the possibilities based on my current concepts of progression and imagined gameplay.

Scenes and story are far, far in the future. If I can get this basic framework above, I'll move from there of actually building environment for this starting area, eventually craft a menu, and who knows if I run with this long enough maybe actually some a something which could coherently be considered a game. xD The passion and drive is there, and I have plans to set aside time for it, give it some dedication, I just needa concrete base that seems reachable. Of course in the world of code the world is incredibly vast to me. Though the basic outline really helped! I didn't think of needing a compiler (I always assumed there was some way to do this from within the game engine, or that the code was written within the engine)