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> Ogre Titanium, Game Creation Tool
JeremyBenson
post Nov 9 2011, 01:26 PM
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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


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Triangle Games-M...
post Nov 10 2011, 07:38 AM
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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.


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JeremyBenson
post Nov 10 2011, 08:38 PM
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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.



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