[Big Concept Map] The RPG Engine - Not dead yet!

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.

Postby Apothem » Thu Sep 22, 2005 9:31 pm

There was a lot of math involved (and still is) Which is why i post-poned it untill I could get more math help from my teachers.
User avatar
Apothem
ACS scripting makes my head go BooM!
 
Joined: 29 Nov 2003
Location: Performing open heart surgery on an ACS compiler.

Postby Shadelight » Fri Sep 23, 2005 7:08 pm

errm about time to create a map...... that's gonna be hard for me, as I have to catch up with a lot of other things. But I'll get right to work on it tommorow.(today, maybe)
User avatar
Shadelight
You must construct additional lumber.
 
Joined: 20 May 2005
Location: Labrynna
Discord: Shadelight#4920

Postby solarsnowfall » Fri Sep 23, 2005 8:06 pm

Apothem wrote:So no mapping of any sort will help me right now...


Do try to pay attention KoF.
User avatar
solarsnowfall
 
Joined: 30 Jun 2005

Postby Shadelight » Sat Sep 24, 2005 3:17 pm

Deathsong12 wrote:Two strong GZDoom projects! Yay!


you forgot that I'm moving my project to GZDoom as well :)
User avatar
Shadelight
You must construct additional lumber.
 
Joined: 20 May 2005
Location: Labrynna
Discord: Shadelight#4920

Postby Deathsong12 » Sun Sep 25, 2005 10:40 am

Yes, but you are mapping. I'm talking about game design. I love creating worlds and plots, and that's why I don't map. Just one map lacks the part I really enjoy in creating something. But your map should be pretty fun. (I'm gonna parody it for one of WWE's secrect levels)
User avatar
Deathsong12
Can smell your fear
 
Joined: 07 May 2005
Location: On the hunt

Postby Apothem » Mon Sep 26, 2005 12:43 pm

Heh, well I hope to update the documentation at least once a day, and make all the edits etc so you can see how everything is progressing as I'm doing it. One thing I've always enjoyed is making things that others can learn from and apply to their own projects. I try to make things that the community can benefit from.
User avatar
Apothem
ACS scripting makes my head go BooM!
 
Joined: 29 Nov 2003
Location: Performing open heart surgery on an ACS compiler.

Postby solarsnowfall » Mon Sep 26, 2005 2:10 pm

Ok, as "co-lead", I feel obligated to throw my two cents in.

A few things need to happen. Since this is a doom game, we need to decide how much of doom will be a visable part of the game. I know the engine will function like an old school rpg, but will the story be doomish? I think the monsters like the imps/demons/barons ect will work just fine, as well as possible monsters from Hexen. We can use those monsters as templates to make progressively stronger varients for the player to keep playing as his enemies will need to become stronger. It is also important to note that since this will be a turn based style system, the monsters will need to be very well integrated with ACS, so I don't think any of the raw Doom monsters will be usuable without some changes via Decorate and ACS.

We need the RPG Engine. Apothem and I will be working closely together to get this done. This will serve as a template for other mappers/designers to work from. In order to make it as easy as possible for people to use the rpg system, we need to hammer out a good demonstration first. Test it, tweak it, give it a good demonstration map with a mock mission. Consider it game engine conceptual work. I consider this to be the most important goal so far, it's success is integral to any kink of game that will come out of it.

After this is done, we can look to dividing up tasks, and developing a game. We will need: directing leadership(hopefully covered), story writers, character writers, an editor (I've a friend who is a lit major who would probably be happy to do it), some one who can do story board art (nothing fancy), and a group focus on developing a storyboard. I'll post a lot more on this, when the time comes to address it.

Then the group focus would be reshifted towards mapping and resource collecting/development.
User avatar
solarsnowfall
 
Joined: 30 Jun 2005

Postby Apothem » Mon Sep 26, 2005 2:24 pm

I suppose I shall need to coordenate with you from now on about where to take the project, And I agree with it all. We need a template map and a test mission to get everything in place. I suppose I've bitten off a little bit more than I can chew by jumping the gun on developing this whole thing. Better than screwing up horribly on my first project ever. Heh.
User avatar
Apothem
ACS scripting makes my head go BooM!
 
Joined: 29 Nov 2003
Location: Performing open heart surgery on an ACS compiler.

Postby jallamann » Mon Sep 26, 2005 4:12 pm

If you need me, I can whip up a fancy medieval drama story or stuff... But I guess that'll wait ;)
User avatar
jallamann
isn't very active on the forums at all
 
Joined: 24 May 2004
Location: Ålesund, Norway

Postby Apothem » Mon Sep 26, 2005 4:26 pm

If you come up with something, pm it to me, and I'll take a look at it. I may use it for a side quest or something.

EDIT: I may have a friend here at my school who may also be able contribute toward the story line. Also, Jallaman, please let me know if you wish to contribute toward making side quests and town themes. (I'll explain more later about that. Right now, I just wanna get an answer from you on it.)
User avatar
Apothem
ACS scripting makes my head go BooM!
 
Joined: 29 Nov 2003
Location: Performing open heart surgery on an ACS compiler.

Postby Per-Scan » Wed Sep 28, 2005 6:43 pm

Story-wise I'd, personally, like to see the DooM story expanded. I think there's a lot of potential material there. The human race fighting the hordes of Hell? Scientific experiments going wrong? In a futuristic/alien setting? To good to be true from a story-resource point of view. I really would like to see this developed :) I wish you the greatest of luck!
User avatar
Per-Scan
Formerly Known as Pedro Lambrini
 
Joined: 20 Sep 2005
Location: One Year in the Future

Postby Apothem » Wed Sep 28, 2005 6:46 pm

I personally believe all the issues that dealt with story were solved with Doom III, as it seems to be a remake of Doom I and explains everything to my knowlege. I want to stick with something original for the moment and if I can do this right, others will be able to do something to the effects of what you describe. Thanks for your support tho! :D
User avatar
Apothem
ACS scripting makes my head go BooM!
 
Joined: 29 Nov 2003
Location: Performing open heart surgery on an ACS compiler.

Postby jallamann » Wed Sep 28, 2005 7:25 pm

Apothem wrote:questions

Yes.
User avatar
jallamann
isn't very active on the forums at all
 
Joined: 24 May 2004
Location: Ålesund, Norway

Postby SirTimberWolf » Wed Sep 28, 2005 7:28 pm

Apothem wrote:I personally believe all the issues that dealt with story were solved with Doom III, as it seems to be a remake of Doom I and explains everything to my knowlege. I want to stick with something original for the moment and if I can do this right, others will be able to do something to the effects of what you describe. Thanks for your support tho! :D


I have a rather in depth story that I was actually going to make into an rpg for doom... If you'd like I can upload a rought outline of what it entails and if you want it I'll flesh it out more (making it more appropriate for what youre doing)
User avatar
SirTimberWolf
 
Joined: 16 Sep 2003
Location: Syracuse New York

Postby Apothem » Wed Sep 28, 2005 7:33 pm

Please do! I need a test mission to base the dungeon guidelines after. So if you've got something, please let me see it. Feel free to post it here, or if you feel it's not perfected yet, work on it some more, then post it. But either way, please post it :P
User avatar
Apothem
ACS scripting makes my head go BooM!
 
Joined: 29 Nov 2003
Location: Performing open heart surgery on an ACS compiler.

PreviousNext

Return to Editing (Archive)

Who is online

Users browsing this forum: No registered users and 5 guests