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MikeRasicci_176717

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About MikeRasicci_176717

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  1. I'm so terrible at making anything tangible. I set out to just prototype an idea I had, setup a timeline figured it'd take about 8 days to get a working demo. Day 3, now have the start of a new engine, not really sure where the prototype is going. On the bright side I'll have an engine is more easily ported to other platforms, and is a lot more efficient. The API is somewhat similar at higher-levels, but the singleton pattern changes much of the design of the graphics pipeline, and I have a v...
  2. I'm very surprised that I only just now realized that Agent Smith from the matrix is also V in V for Vendetta.
  3. I hate spending hours trying to fix a segfault and then realizing your passing a null pointer to a function because you didn't initialize it in the constructor. Amateur mistake.
  4. Making a scripting language using typedef's and preprocessor macros. The language has the speed, flexibility, and API of C++, with the syntactic simplicity of HTML. I'm drastically changing the way large scale game development is done.
  5. MikeRasicci_176717

    Game loop

    At some point within your code, you absolutely will need some kind of loop that at the very least gets user input, handles game events, and renders the next frame. How you choose to implement this is indeed personal preference. I choose to do all of this behind the scenes using an engine. The way my engine works is you create a state for the menu, one for the game, maybe a pause state etc. and each state has it's own objects it wants to draw, I only need to work with one state class this way, and whichever state is active the engine will draw its objects on the screen and handle that states own events etc. if I want to change states, I have some kind of state like when the user clicks the play button change to game state and then the new state takes over. The main.cpp only has 20 or so lines in it, all it's used is to initialize the Framework object with the initial state and the rest is done through the states themselves.
  6. MikeRasicci_176717

    Looking for feedback on RPG

      so its an rpg engine, with visual dm tools, and a referee (ref) or gamemaster (GM) version/mode that lets the DM take on the role of ref/GM as well?   that's a new one. i LIKE it! a live ref makes all the difference.   45 minutes of example gameplay level isn't much though, even if you do provide lots of content for making custom games/levels/adventures/dungeon modules.if the product was marketed primarily as a game building "tool" for gamedevs, yes. as an rpg building "toy" for players, its not a lot of pre-packaged gameplay included.   note that by tool and toy i mean used for profit/work vs entertainment.    one thing i notice though, the whole concept will need DMs to drive it all. no DM's = no dungeons = no players = no sales!   like MS trying to get gamedev's to develop for windows. you'll want to make its as easy as possible for DMs to get and use your product.    perhaps make the DM tools and GM version free, and charge for the player's version.   hmm...   what to sell and what to give away may be difficult to figure out.  monetize? is that the term? how to make money from it?   if it was a rpg engine, visual DM tools, a GM version, and a decent sized example rpg game (20+ hours of playing times to completion), you could just sell it all, or "unbundle".   without significant gameplay included, it becomes less of a game, and more of a game making tool. monetize-ation becomes less clear cut.           this may be a way to monetize. give it all away, but get a piece of the action from every bit of content (yours or user's) sold through the store. and make it so content can only be exchanged though the store. but "store only" may be too harsh a restriction.   the other possibility is that a limited 45 minute playable demo level may be sufficient to sell it as one big package. perhaps give away the player's version, and sell the rest as a package. anyone could play in a paying user's game. but you have to buy the game "devkit"  to make your own worlds. but that still doesn't strike me as a no-brainer sure thing way to monetize. smacks of chicken and egg. someone has to step up and plunk down $ to get the tools to build a game. unless they're like me and enjoy DM'ing and GM'ing almost as much / more than playing, there won't be much to appeal to them. the tools will be attractive to DMs for sure. but not until there are REAL dungeons make by users available for DL, will it have that much appeal to players who don't know a DM with the devkit.   perhaps sell the devkit and give away the player's version. and encourage free sharing of content between users as well as sell content online. the result would be a rpg + devkit system with a free players version and free content (a free game) that you sold the proprietary dev tools for.   lots of things to decide about who can/should sell what to whom.   actually, the monetization sounds like the hardest part of the whole thing. i've done grand scale rpg's before (dungeon, wilderness, and town adventure, castle construction, siege, and army combat where the player's party is just one hero unit in the combat). while BIG, they're not really that complex.   you may want to consider shipping a bigger game with the system so its more appealing to players as well as DMs (get EVERYBODY'S dollars <g>)..   Thanks for the ideas. A larger campaign to ship with would definitely be beneficial. I've actually had the idea to have a few game dev friends use the devkit to build a larger scale campaign and they're working on it now which is helping me improve the devkit as well as get some content out of it. I'll have to continue thinking about monetization to find a business model that works well.
  7. MikeRasicci_176717

    Looking for feedback on RPG

      1. Yes, very easily. Everything that can be done through the API can also be done through a GUI   2. I considered having the DM tools paid for and the client free, or like $5 for a DM kit and $5 for the client (so players pay $5 and DM's pay $10) or something along those lines, or even having a set which includes a DM kit and 4 player licenses. 5 players are in a game at a time, one DM and 4 others. You can play a game so long as you have at least 2 people, but in my experience I find it most entertaining when you have at least two players. Ideally with a game like this you'll have a community build around it so people can find others through forums etc. though an integrated system to find other players is definitely something to think about. Thank you.       I will include a sample campaign which takes about 30-45 minutes to play through with a few different endings as well as a wide variety of textures and sounds and pre-made characters and objects for people to use in their campaigns. The DM actually has control over their campaign as it's happening. There is a "toolbox" which the DM uses to switch things up at points in time in game. These can be things like setting traps, spawning NPC's, locking or unlocking doors (or otherwise changing a game objects state). A DM could make a campaign that is completely functioning on it's own with no intervention but he can always make each play through unique.       I would say at least 3 people are necessary (one DM and two players) because of the dynamic two players working together (or against eachother) create in an RPG. However, two players could play in a campaign one of them made or that they downloaded from someone else, a DM isn't necessary but it is a fairly big part for this genre of game. A campaign store is a great idea! I imagined people sharing their creations on forums and such but the idea to have a store didn't come to me. It could also be used for graphics and sounds as well.
  8. MikeRasicci_176717

    Looking for feedback on RPG

    I'm currently working on a project named Runewright. Runewright has the goal of taking traditional tabletop RPG's and making it more accessible to those unfamiliar with the genre by building a video game around it. Runewright is a system of role-playing I came up with in 2011, and after much balancing and success with friends I've decided to take it and turn it into a video game.   The game features an extensive editor for a Runemaster to use to create his or her world. The editor includes not only map editing but editing of different game objects and how the player can interact with them, editing NPC's, creating quests and missions, fight sequences etc. The NPC's in the world have varying levels of customization by the Runemaster. A Runemaster can go as far as to script complex AI into NPC's or conversations he wants players to be able to have, or simply select a variety of traits for the NPC and let the AI take over the rest.   Scripting in the game can be done through the Rune API, a set of LUA functions provided with the client, or through a graphical scripting language for those who are uncomfortable or have little experience in scripting. Through the Rune API, you can modify NPC behavior (combat and non-hostile NPC's), game object interaction, even the games interface!   Because tabletop RPG's are a social experience, maintaining that aspect in Runewright is of high priority. Runewright will include VOIP communication with the players in your game, and webcam support which replaces character portraits in the interface when in use.   Without going into more detail of the game's mechanics (as those are more traditional game design issues that I can judge on my own), does this sound like a premise you would enjoy? Removing the developer from position of story teller and giving the title to the players? Assuming it's done in a way that does not make creating a campaign more challenging then being a DM in a tabletop RPG, I feel that it has potential to sell well and as we are approaching a relatively complete beta I'd like to crowdsource it in order to A. get an artist to create textures and sprites that can ship with the game (hopefully the game will build a community of people to do more but having stock art is necessary) B. get sounds to ship with the game. Then we'll build some small/medium sample campaigns to go with it and use the left over money for marketing and our next project (which will hopefully be our first project as full-time indie developers if Runewright does well). What are your opinions?
  9. New idea; since my handwriting is so abhorrent, my signature is going to be my name printed in hangul. - ??? ???
  10. I hate it when you're typing something and ??? ? ???? ??? ???? ????. Microsoft should really fix that.
  11. Your friends can touch your privates. Your children cannot. Children and friends know your protected stuff, strangers do not. The most genius rhyme ever written to remember how inheritance works.
  12. Thought of the day: What we perceive as reality is based totally around the assumption that we're all sentient. It's very possible what we believe to be our conscious thoughts are actually our unconscious minds projecting a succession of images i.e. a dream and what we remember from our dreams is actually conscious thoughts and memories leaking through. This state of mind could be entirely identical to what we assume is our conscious state, except backwards. Alternatively, this backwards stat...
  13. Streaming video from torrents = pro. 5 minute wait for DVD quality as long as you have at least 2-300kb/s down.
  14. You can't even imagine that amazing feeling you get when you compile in 16 threads and it's done in seconds.
  15. Vagina jokes are hilarious and anyone who says otherwise are just ovary-acting.
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