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Newcomers DBPro Corner / Making RPG based games for begginers

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The WhiteDragon
20
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Joined: 14th Jan 2004
Location: unknown
Posted: 30th Nov 2004 02:10
Hello to all.
My wish is to make RPG games because I played a lot of them and I like that genre.
I know that this subject was before but I want to make this as a guideline for all beginners in this.
But don’t tell me “go and make first some easy games as Pong” because I’m not a total beginner and I made many simple games, but now I want to go further.
I know how to make simple 2D games with simple commands and so, but I want to know more about 3D and expert commands. I read some books about game making in DBPro (because that’s the version I have) and now I understand some basics in 3D.
The aim of this thread is that I ask you and you answers me in some basic steps in making RPG games. That way I’ll learn and others who want will learn to.
I think everyone now understand what I want.
So, let’s start. The first thing is I think the movement (right?). What is the best way, how to make it?

I'm the Peacemaker and the Game Master known in the whole world
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 30th Nov 2004 02:54
So you want to develop an RPG?

When developing a more complex game type such-as RPG, what you have to do is actually figure out alot of things before you do anything.

Mainly, What does RPG mean to you?
There are just so many types of RPG, it is very hard to simply come up with a point-by-point guide for development.

Here are the general types:

Japanese RPGs, are generally deep story driven games that rely on you having no/limited control over your Statistics Development however provide you with a very indepth overview of your Skill Development. The battle systems are usually presented in a Turn/Time Based Fashion, providing you with a more strategic battle style.
[Games available in this style: Yu-gi-oh, Pokémon, Final Fantasy, Grandia, and Fantasy Kingdom]

Traditional RPGs (D&D), often have very loose storylines, relying far more on giving you more control over your Statistics and Weaponry Selection. Providing you with more of a Character experience rather than a Story experience.
Battling in these usually ends up being a case of point'n'click, so you generally click on an enemy you wish to attack.. it is all real time.
[Games available in this style: Bauldur's Gate, Neverwinter Nights, Syndicate, and Icewind Dale]


Action RPGs, these are odd, because they can work with and without a story.. but generally with a loose one relying on you to solve puzzles. Fighting again is done real-time, but in a more hands on approach. You get little or no control over your Stats, Weapons, or Skills but they grow as you progress.
[Games available in this style: Final Fantasy Crystal Chronicles, Zelda, Starfox Adventures, Beyond Good & Evil, and Sphinx & the Cursed Mummy]

There is a fourth type of RPG that could argueable be closer to D&D than any of the official D&D games.. and that's Fallout.
It is a unique turn-based RPG that really is very traditional in the way it is presented.

-/-

So when yuou think about it, the first order of business is deciding.. what variation of the RPG Genre you actually wish to create before anything else.


Chenak
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 30th Nov 2004 02:58
RPGs require a lot of planning before you actually start to program, otherwise you can get very very lost.

Things you need to consider are:

The Story
Quests
Characters and character development
Combat style (SWG, EQ2 real time style or Final fantasy turn based style)
World designs
Items and weapons handling
Enemy handling
Many many many HUD designs
and anything else i may have missed

once you've done that though work at bits at a time, make a simple combat system, then develop skills etc etc, if you get lost, take look at your plans or ask for help
Jozers
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Location: If I knew I would tell you!!
Posted: 30th Nov 2004 03:04
I'm no pragramming expert but if you are interested in other rpg's that have been created I suggest you visit http://www.mojomagic.com this site will automaticly redirect you to the new URL
Nack
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Posted: 30th Nov 2004 03:17 Edited at: 30th Nov 2004 03:22
Creating an RPG do require a lot of planning. you have to know EXACTLY what to do next. As Raven said, decide on the genre. And the first time to do in an RPG..is NOT movement. If you just have a cube that walk around in a world, that isnt an rpg. It..simply a block dancing in circle. lol

I personanly thing the first thing would be the HUB. HUB design is a MUST. (unless u are going for an text rpg lol), a good hub system alone will take you enuf time. If u survive after that, u can continue onto differnt aspect of the game.

Levels
x object? matrix? Make object command?, Levels are splited into 3 caterogies: World, Dungeon and Building. You have to decide how each of these "levels" can be created.

Collision
Sliding collision...is a pain...

Character
mite seem easy, but it isnt, you have to decide on stats, hp etc..and how exactly will it inter-connect with ur game

Weapons/magic/skills
How it will inter-connect with the game AND character

Effect/FX
Whats an RPG without effects, this is the most pain in an RPG, wouldnt blame u if u are dead after this point

Combat engine
It is the next big thing, will it be turn-based? how will it look like, and how can it inter-connect with weapons,magic,effects AND character data.

Menu
Finally, would be menu, since u already done HUB, it..would be easy. If you havent done a Hub, dont bother skipping to this step, you will give up so fast ur head will spin. lol

AFTER you coded all those, you have to start making 3d models, that..will take twice as long as all i just mentioned. A good RPG require good 3d models, unless ur game is "The adventure of the cube!", If you are not good with 3D, take some time to learn it first.

RPG is not hard once u break it down, but if you dont have the foundation, it will be a pain. Good luck though and hope you have fun!

Cian Rice
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Posted: 30th Nov 2004 03:26
I'm not sure if you needsome but if you need code for an RPG, my RPG Snippets got some for you to look at. I wish I could contribute but Nack and Raven along with Chenak have said everything I would've.

There is only one way to package shaolin: Shaolin Soccer...
The WhiteDragon
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Joined: 14th Jan 2004
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Posted: 1st Dec 2004 05:01
I see that you mainly understood what I want, but I need to say something. These steps of planning I now, I’ll even say you in details what to plan before. But this thread is only for code related things about RPG games.
Now, the steps I promised.
So, the first and most important thing is good planning. If you don’t plan absolutely everything before coding and making 3D models you could find yourself in a very bad situation. There are some common steps in making the plan on paper before coding and these steps are:
1. make the whole storyline (this is the most important thing in RPG games)
2. make the character description (that means his manner, HP, MP, his role in the story …)
3. make the monster description (almost the same as character description)
4. make the list and description of items
5. make drawings on paper of characters, monsters, items, towns, transportation, landscape……
6. make a detailed dialog if the storyline
When you make all this, then you can go first on the 3D modeling, music making, and in the end coding.

I'm the Peacemaker and the Game Master known in the whole world

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