Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

 
Closed TopicStart new topic
> Ogre Titanium, Game Creation Tool
JeremyBenson
post Nov 9 2011, 01:26 PM
Post #1


Level 6
Group Icon

Group: Member
Posts: 76
Type: Writer
RM Skill: Beginner




I know this isn't really based on game design of games, but it's barking up the same tree. I wasn't sure where this should be posted, so please if you're a mod, don't close, just move. I'm sorry if this isn't the place, I just wasn't sure..

this is what I've set out to do.

I've started programming Ogre Titanium in C++. What I'm eventually going to do is create a dynamic library, commonly known as a dll file. What it's going to be is a tool for game creators. Specifically rpgs. It's going to have methods for doing a huge number of things...

everything from generating texts for attack descriptions separated by weapon type, right down to random character feature generation like eye color as well as weight, height.

it's going to give users the ability to get completely random creations, or user defined, and refined creations.

say you want a description for a sword strike...call OgreSwordStrike() it'll display a description of a sword strike attack.

okay, but you don't want just any sword attack, you want a light sword attack.

call OgreLightSwordAttack()

also I'm going to include random number generations of all the standard roll playing dice, plus some others.....

at the moment I'm only dealing with text, but the beauty of Dll programming is I can upgrade as I go, and learn more. Learn something, simply open up the source files, and add it.

I was wondering if anyone had some ideas on some things that I should implement?

This post has been edited by JeremyBenson: Nov 9 2011, 01:29 PM


__________________________
Go to the top of the page
 
+Quote Post
   
JeremyBenson
post Nov 10 2011, 12:57 AM
Post #2


Level 6
Group Icon

Group: Member
Posts: 76
Type: Writer
RM Skill: Beginner




Even if you never touch a piece of C++ code in your life, ideas would be greatly appreciated biggrin.gif . What would be some good functionality, any ideas for things that I could implement?



__________________________
Go to the top of the page
 
+Quote Post
   
Triangle Games-M...
post Nov 10 2011, 07:38 AM
Post #3


Moorb Sdrawkcab
Group Icon

Group: Revolutionary
Posts: 349
Type: Developer
RM Skill: Beginner




I've played around with C++ at home (yes, I own a "For Dummies" book), but I only got as far as making a unique frame for a text game (like Zork). This sounds like an awesome tool, I can see myself using it sometime once I get a little more know-how myself. Basically anything that's universal to RPG's could go in there I suppose, but I'm not positive what the scope of support is you're looking to include.

Facilitating die-roll combinations would be handy, like 2d6 for instance.

If possible, a combat calcuclator,
not the entire combat "scene" or overall function since there are SO many ideas how to run that,
but rather just a tool for calculating the technical events in a single round of action.

A method for tracking/organizing changes in party size and character order.

An equipment storage array for an "Items Menu" to access.


__________________________
"Okay, chuckles, from now on I choose the adventures." --Black Mage, 8-Bit Theatre
I have some cool stuff at Caravan's Dawn on CafePress!
Go to the top of the page
 
+Quote Post
   
JeremyBenson
post Nov 10 2011, 08:38 PM
Post #4


Level 6
Group Icon

Group: Member
Posts: 76
Type: Writer
RM Skill: Beginner




QUOTE
name='Triangle Games-Master' date='Nov 10 2011, 07:38 AM' post='533405']
I've played around with C++ at home (yes, I own a "For Dummies" book),


me too smile.gif, that and a host of other books, and what not. I love coding. I'm still just getting good at it, but it's a lot of fun, lol.

QUOTE
Facilitating die-roll combinations would be handy, like 2d6 for instance.


That's actually a good idea. I had thought of it, but I wasn't considering amount of dice rolled. Thanks for that. Easy enough. Pass in a variable for amount of dice, up to say 10, because no one should need more than that. Then have a variable passed in for what type of dice it is. Having all the standard roll playing dice.

QUOTE
If possible, a combat calcuclator,
not the entire combat "scene" or overall function since there are SO many ideas how to run that,
but rather just a tool for calculating the technical events in a single round of action.


This actually sounds interesting, but I'm not sure what you mean. Could you explain a little more. This reminds me of a function that I alread created for the library. It's a random sword strike battle function. It takes in a variable RanSwordStikesID if this is 1 it generates a for a light attack, if it's 2 it generates for a critical attack. It also takes in DamageAmount, Enemy Health, and a string Enemy Name. It calculates and subtracts the damage from health, outputs a message for the attack, and returns the remaining health.

example light attack : " sword grazes [enemy name] for [DamageAmount] damage"
example criticle: "Blade gashes [EnemyName] doing [DamageAmount] damage."

I'm creating these methods for a ton of weapons types. Also if the user wants to work with their own variable and math they can use the functions that I'm creating to parralell the battle functoins except they only generate the damage discription, no math involved.

QUOTE
A method for tracking/organizing changes in party size and character order.


That's a good one too, but I'd have to think hard about it. lol, still learning as I go.

QUOTE
An equipment storage array for an "Items Menu" to access.


That's a good idea. I'm sure it would be possible to create this array inside a function, and have the function save the array details to a ini file, or something simular.



__________________________
Go to the top of the page
 
+Quote Post
   
JeremyBenson
post Nov 14 2011, 06:24 AM
Post #5


Level 6
Group Icon

Group: Member
Posts: 76
Type: Writer
RM Skill: Beginner




I just released the first beta version of OgreTitanium light. It's a dll that will help you produce rpg style games. It comes complete with functions for dealing damage based on sword attacks, as well as club attacks. It also contains functions for dealing damage based on all the standard roll playing dice D4,D6,D12,D20, and D100. Included is also functions for dealing damage based on magic attacks Firball, and Lightning. Besides the damage dice functions there's also functions for retrieving a value based on the dice rolls. You can roll up to 10 or either dice.

This is light version, and it's beta, but it's fully functional, and working properly as far as I know. If you're interested in programming a text rpg, and saving yourself some time this will definitely help. At the moment there's over 2500 lines of code in the file. This should save you hours, if not days of programming.

For anyone who would like to use this but isn't sure on how to add it to your project, or import the functions into your source it's simple, and covered in the 12 or so pages of pdf documentation.

If you're interested in checking out the project you can get it from the following link.

OgreTitanium

scroll down to InterFiction projects, and click OgreTitanium.

feel free to sign up, and share ideas smile.gif

hope you enjoy,
jb.


__________________________
Go to the top of the page
 
+Quote Post
   
kayden997
post Feb 21 2012, 10:09 PM
Post #6


>Glitched<
Group Icon

Group: Local Mod
Posts: 1,162
Type: Event Designer
RM Skill: Masterful
Rev Points: 30




Last post was November 14, 2011. Please read the rules and don't necropost.
Also, don't spam either >.<

Closed until OP opens


__________________________


Runescape with Dyedfire




Go to the top of the page
 
+Quote Post
   

Closed TopicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 22nd May 2013 - 05:01 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker