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Rukiri
Introduction:
RPG Architect is founded on 3 principles.
- Ease of use
- Flexibility
- And support

RPG Architect has been in development for some time and is now just starting to see code, all progress and updates will not be as fast as others as this at this time is a one man gig so don't expect to see this completed before 2013..  However, I should have playable and working version this year!  
RPGA will start out pretty much as a SDK first and than the gui will come later so this way the templates can get created and polished before any major gui work is done!

Features:
- Uses the latest version of Ruby, 1.9 as of this post.
- Built on top of Ruby Game
- Uses OpenGL for some 3D effects like Mode 7.
- Uses the SDL library
- Particle Editor
- Not just limited to RPGs, create platformers, racers, shooters, etc.
- Premade templates makes development even easier!
- Extend your games with the built in script editor!

Planned beta templates
- RPG (Final Fantasy based, will basically be like Final Fantasy)
- A-RPG (Allows you to create action rpgs like Zelda, and seiken Densetsu)

Because this is aimed at RPGs the rpg templates will come first, than after that we'll plan on releasing other templates starting with a mario platformer!

Have any idea's or wanted features?
Have any idea's or some features you'd like to get added than why no let me know through a PM or just post in the topic.

IF you want to be the secret person than you can reach me at Erick@planet-rpg.com (no spam e-mail please!)

Q/A
- When will the project be completed?
1.) It's hard to say but if I'm aiming the gui similar to RPG Maker and how the engine functions I would say somewhere between 2012-2013.  It's a tough call at this point.

- Is this like the other makers that brag about ese of use but still require programming?
1.) Nice question, and to answer it.  If you've used RPG Maker it'll be as easy as that, but without all the limitations.

- What types of games can be made?
1.) Any, almost any type of game can be made with RPG Architect even if it's aimed at RPGs!

- Pixel Movement?
1.) Sadly yes,  this is what limited RPG Maker not that you can't script it through RGSS(Ruby 1.8) but you still have tile collision issues, NPCs not moving correctly or getting stuck.  If this was by default there would be no need for RPG Architect mainly due to the fact Enterbrain shot thereselves in the ass with that decision and also because you can't truly fix the problem either.  So A-RPGs are almost pointless with RPG Maker, even with RGSS!
2.) That is my own thoughts on RPG Maker, it's good software but horrible for A-RPGs..  Great for anything like FF typed rpgs.
3.) Tile-movement will be possible through script.

Release Dates
- At this time there is no planned release date, will always keep you updated!

Notes
Please leave all comments and suggestions, also now would be a good time to request how you guy's want the GUI! happy.gif
Mostly working on the RPG SDK template(s) at this time.
Lurvid
This sounds absolutely amazing. Just one suggestion though, with the Mode 7, maybe a way to add walls to the sides, so it would be possible to make a solid 3-walled room rather than a room with one solid wall and two walls on the side made out of pillars. You know what I'm talking about, right?

Either way this sounds great and I'll be keeping up on it.
Rukiri
Sounds like you're talking about doom, yes, you can do that with Ruby 1.9. Mode 7(what everyone here is probably used to) will be like FF 7 as I'll try to include SOME 3D capabilities and FF 7 isn't all that complex for ruby.

You can code doom pretty easily without much code with ruby game,
Lurvid
Ah, okay. Will the battle system be customizable? Through the GUI I mean, like a built-in feature.
SowS
The words "open source" in the thread title made me happy. biggrin.gif
ShinGamix
Want split screen, two/three, or more player ability
built in swapxt
and everytjomg else we can already get VX to do with scripts..lol
and some features from RPG Maker 2 also would be nice too.
Vanit
It'd be great if you could put in the groundwork for making the engine portable, ie putting all the output modules into DLL's or something we can overwrite. smile.gif
Rukiri
Time to bump my own game engine topic!

Things have been going well and the SFML/C++ project has been created! Creating gui's in general is pretty easy and C++ is pretty easy at least for me lol. But SFML is a beast to work with, it's fast, it's clean, but..not the best for gui's(with my experience with it).

The good news is Lua is going to be the main scripting/coding language and once a basic gui is done, it's basically just going to display the output for commands you would select(like with rpg maker) and it won't be too fancy until the command list is complete or at least it's to the point I need to create the "game event" code so you can create a few events in a future demo.

Another thing I did want to add is Kinect support but at this time no Xbox controller support is supported so I have thought about making this a "windows" only engine but may just hold off on that for awhile and explore some things.

In the long run would you like Kinect support? If so it will mean Windows only, XNA is really good from my own experiences with it.
MajinBangFlash
Well. I'm impressed and already hyped up XD

It sounds sweet so far. Will this thing have limited layer support, or are we able to have as many as we want (Or up to a limit, such as 10?)? If we can have quite a few layers, I'll love you long time.
Rukiri
I'm shooting for as many layers as possible, unlimited is probably where it's going to end up.

Also, writing apps in C# is a lot easier than C++ lol..

To give an idea of the gui here's how it's setup.

Project-Folders > Editor > Layers
|
Tiles
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