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About RPTD

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  1. When I started my engine I wanted to especially tackle this "cross-platform" stuff without the annoying "recompile for each platform" part which frankly fails to work properly for all engines I've seen so far. The core concept is the problem so I went ahead and changed the core concept to get a game engine what I need to deal with current and future projects. So I disagree. Pursue a game engine is very well viable even if you don't want to sell it (L-GPL as I mentioned). Selling engines nowadays is anyway something I would not recommend. As somebody in our company once said correctly: Don't sell a product... sell a platform.
  2. I know this Unity stuff fighting against you instead of helping your for anything worthwhile and for me UE had been just bloated beyond being useful for fas developing. For that reason I created my engine from scratch back then (LGPL and no royalties... I hate royalties) to put up something which is geared for working fast and efficient but without sacrificing power and versatility as certain other engines do. So I would say just continue with it. You seem to be at a usable point so I would not drop-and-switch engine unless you have to. Unity is a pain. I would not switch there if it can be helped.
  3. I've to disagree there. When I look at games I can mostly immediately tell it's UE4 (all looks like "metal" or "metal covered" (metal hallway syndrome)) or Unity. People have PBR... but only few (including engines) know how to use it as the inventor intends (I look at you UE4 and your "incorrect" PBR (metalness... *shudder*)). By choosing an engine the vast majority of titles get stuck in a specific style. The art-style varies but the final render appearance is vastly the same.
  4. I've yet to see an RPG which is not a grind-festival. Many started out with the vision to not make a grind-festival and in the end we get YAGF (Yet Another Grind Festival). If you stay true to RPG (stats-festival) then you are doomed... it will become a grind-festival. And if you just add RPG elements, then it's not an RPG anymore. But the later can give you a game which is not a boring grind-festival. So you have to answer first for yourself if you really want to go for a true RPG or not. The rest depends on it.
  5. Compared to other projects it's not bad at all. I would not worry about the graphics in your case. That said I'm from the other side. I feel it's bad if people shrug off all negative critics and think people are just "nay sayers" or "idiots" although their project "really" does suck or is mediocre. Too many people nowadays think they can do games and the result is indeed bad but they play deaf to any kind of negative critics. This fosters this "kindergarten" syndrome. Nothing wrong with people doing things for learning. But if they think they do a great title and it's definitely not things get annoying. That said if it's really good it's not always considered good. So the truth is in the middle. What goes for me I'm always interested only in negative critics. This is because positive critics never help you get better. Only negative critics can do this.
  6. RPTD

    WHO recognising 'gaming disorder'

    I prefer a different much simpler definition not used by the WTO: If you get withdrawal syndrome when you can not access the games for a couple of days (and it's not profession usage), then it's addiction and a problem. Just saying "when it starts to derail your life" you are already past the critical limit. I think anything generating a withdrawal syndrome is an illness (looking at handy-zombies everywhere).
  7. RPTD

    Minimum Sustainable Success

    Such a good article... should be featured or pinned (and should be slapped into the face of certain people ;))
  8. RPTD

    Designing interesting Quests

    I personally never liked this concept of "you are the hero we waited for ages". It results in NPCs loitering around (or just standing around) waiting for the player to blow them in the face to tell him he's the one and only they waited for. It's the main reason such game worlds feel artificial and not credible at all (Bethesda suffers a lot from this). Unfortunately it's not so easy to get away from this concept without getting a DM involved. One of the main problems I see is (as you mentioned in the beginning) the types of quests. Kill/Fetch quests all around the place are hardly helping in this situation. Coming up with quests which require more creative way of using your abilities would help. For example think of what could you do with your weapon else than just smacking goblins. Can you craft a situation where your ability helps solve a problem that does not first and foremost require killing something? This produces unexpected moments breaking the monotony.
  9. RPTD

    C++ thread problem

    You're not stating which line gives the error but a quick guess would say: try wrapping the arguments with std::ref like this. thread thread_a(thread_func, std::ref(stop), std::ref(vs), std::ref(m));
  10. RPTD

    Designing interesting Quests

    I always felt Bethesda quests to be very boring and repetitive though especially since they pulled a random dungeon from a list (no matter if visited or not) and plunged the "go kill this to get me that item because I'm too lazy to do it myself" in it. In the end this all felt out of place in the sense of "why is this thing 'there' in the first place? makes no sense". I think what you mentioned with the actors reacting to changes in the environment instead of generate unrelated quests is the better approach. In the end this is the approach I'm actually venturing to. And you are right, it needs a more elaborate AI system to do. But where would be the challenge in boring simple systems, right?
  11. RPTD

    Designing interesting Quests

    That's interesting. Why you call it "academic"? I'm seen different games where I'm convinced they do it this way. I'm also venturing down the same road where the story comes first and the locations required for it to play out are put in place as needed.
  12. RPTD


    Media for Epsylon Game Project
  13. RPTD


    Epsylon - The Guardians Of Xendron Powered By: Drag[en]gine Game Engine Introduction Epsylon is a game project based on the good old detective stories but taking it a step forward mixing it with an unconventional cast and a new game engine technology. Detective stories are in general static narratives with limited set of interaction and little replay value once the story is done. The player has next to no influence on the way the story unfolds. Here the Epsylon project hooks in and expands the game mechanics to allow the player to conduct investigation his own way. How the player conducts the investigation influences the world and people around him. An AI in the background reacts to the moves of the player potentially altering the course of actions. Besides the basic detective moves the player has access to some "characters" providing some special abilities that can be of help. You are Georgo Valentino, a private eye. On your way looking to solve one of your longest standing unresolved cases you end up with a hunch leading to the parallel world Alpha-10. In this universe multiple worlds exist next to each other. Very little people know about this though. One of your friends, a scientist, does know. and he most certainly knows more than that. He has a special "friend" himself that he met while researching what is called the "Xendron", the multidimensional space. Arriving at Alpha-10 Georgo is quite surprised finding his "friend" having dropped off his little girl at his side as he has "own business" to take care off. You should learn soon that this little girl (Sean) has some special abilities that can be of help to you. And if that is not enough the organisation you end up with has two special "agents" (Odjin and Bahatos) at their disposal that have their own set of abilities to bring to the table. The interesting part? The little girl and these two special agents are dragons of different kinds. As it looks like they play an important role in the case to unfold. Will you be able to solve the biggest case you ever had? Gameplay All your actions have large influence on the events in the world. It is better to conduct your investigation without force if possible. As you are a stranger in this world people tend to not tell you all they know so you have to find your own ways to gather the informations you need to crack the case. There are multiple ways to solve the case depending on how you approach the investigation and with whom. Be careful though with who you talk and what you do. The underworld is watching you and will react to your snooping around. Counter measures can range from making "vanish" information you seek all the way to trying to silence you or people you got in contact with. Various features can help you on your way: The Dynamic Investigation System allows the story to adapt to your investigation style. Information can be dynamically created and destroyed. If you are not careful certain information can become hard to find. The extended conversation system prevents boring multi-line selection conversations. Furthermore topics can be talked about from the pool of information you know. Some people don't tell you all they know unless they trust you enough. Some don't tell you in fear of something in their past. Sean has unique abilities helping you to break through these mental chains. Or you can try to confront them with evidence or flaws to throw them off balance. The past holds the clue to the current events. In certain situations Sean can use her abilities to catch a glimpse into the past. While this won't solve a case it could yield the puzzle piece you need to fit all together. The interactive environment allows you to use objects in various ways including computers to snoop around emails and documents. Be careful though that the AI can notice changes in their surroundings. Different camera perspectives including the Dragon-View mode allow you to play the game the way you like it. Implant systems are useful to get through tight and deadly spots where other characters have troubles. Odjin and Bahatos are equipped with two kinds of augmentation systems. Infiltration and stealth or assault, for every situation there is the right man (or dragon). Some puzzle pieces can not be retrieved without taking a risk. The investigation system helps you solve your cases. Keep track of information about various entities in the world as well as the progress on your investigation. Most of the time you are not told where the information is you are looking for so use the entity informations as well as snooping around to find it. You have to find "a" way... "your" way... you don't follow a predefined way. One of the key points is that the story is part of the game mechanics. It is not told to the player by hitting NPCs. The story is the main case in the investigation. So to learn the story solve the investigation. Depending on how you solve it you can learn more or less about the story. It is therefore useful to look sometimes deeper than requested. And who knows what influence your choices have on the outcome... or members in your team.
  14. RPTD


    The Drag[en]gine is an free software project with a highly modular structure based on the GLEM System. Its design is similar to an operating system. The entire functionality is provided by Modules comparable to device drivers. The engine itself acts like a system kernel managing modules, resources and abstracting the underlying system. Due to the loose coupling of the modules with the system and other modules it is very easy to exchange or improve them without interfering with the rest of the engine. As a result the modularity extends from the developer to the end user who can now choose the optimal module combination for his personal computer even down to per game setups ( and even while running a game ) if required. Developers do not have to worry anymore about low level concerns keeping them concentrated on their game. In contrary to other engines (including high-end commercial ones) the Drag[en]gine provides true 0-Day portability of games with no extra costs and no troubles neither for the developer nor the end user. Advantages of the Drag[en]gine ... for the Game Designer: Use your Scripting Language of choice. Hardware is fully abstracted. You only have to know how your chosen Scripting Language works Updating the engine and modules is handled by the respective teams. You only have to worry about updating your game No need to write specific content for specific systems. The users choice of modules takes care of this for you ... for the Module Coder: Play around with individual parts of the engine without disturbing any other part. Test easy and fast new algorithms or features Various debugging features help to debug fast and easy modules even during run-time Loose coupling and high encapsulation yields in a more stable game engine Platform specific code is only handled in modules increasing portability ... for the Customer: Choose the optimal combination of modules for your system. The Drag[en]gine adapts to match your system not the other way 'round! Open standards and free file formats ensure unrestricted and easy modding using free software applications Various Launchers allow you to use the Drag[en]gine for more than just gaming The Crash Recovery System prevents a game from crashing to desktop. While CRS is running change parameters or entire modules and continue your game from where it went out for lunch. For more information check out the Drag[en]gine Wiki. Features Due to the modular nature a fixed list of engine features as other engines provide is not possible since it all depends on the customer's choices. To avoid cluttering the summary find the features list in this article: Drag[en]gine Feature List (last update 20.01.2014)
  15. RPTD


    Album for Drag[en]gine
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