RPG System Prototype

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justin024
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RPG System Prototype

Post by justin024 »

This is a prototype for an RPG system in ACS. Some keybindings will have to be set to access the magic, status, and equip screens. There are two equippable items ATM (which grant spells). A few other spells are learned by leveling up. I still need to set up the main inventory system and a shop system.
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RPG System Demo
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Giest118
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Post by Giest118 »

Y'see, people? Give it time, and somebody will beat me to it anyway.
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Kirby
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Post by Kirby »

giest118 wrote:Y'see, people? Give it time, and somebody will beat me to it anyway.
Well, to say the least, an RPG system was already made a while ago. I'm justin's is better though, I'll just have to check it out and see.
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Bio Hazard
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Post by Bio Hazard »

Kirby wrote:Well, to say the least, an RPG system was already made a while ago.
And Mouse made one even before that!
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Apothem
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Post by Apothem »

*sigh* too bad I don't have time to make that turn-based RPG Engine I was gonna base off a previous project of mine later down the road. Don't worry guys, I still haven't dropped it, I've just been really busy :? OH well, It'll get done as soon as I have about 1 full week open to just straight coding and I can find my magic book'o'formulas. :P
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justin024
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Post by justin024 »

Part of the problem with creating a complete turn based system in ZDoom is that there is no way to execute an action by simply colliding with an enemy or object (that I know of). What makes an RPG simpler in ZDoom than writing one from scratch is that you don't have to worry about things like damage factoring and hit detection.

Also, The scripts for this demo should be available on my website as soon as I get around to updating my ACS Demos project.
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Bio Hazard
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Post by Bio Hazard »

justin024 wrote:there is no way to execute an action by simply colliding with an enemy or object
Can't you set up a decorate object that executes a script as it's melee attack?
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Apothem
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Post by Apothem »

justin024 wrote:Part of the problem with creating a complete turn based system in ZDoom is that there is no way to execute an action by simply colliding with an enemy or object (that I know of). What makes an RPG simpler in ZDoom than writing one from scratch is that you don't have to worry about things like damage factoring and hit detection.

Also, The scripts for this demo should be available on my website as soon as I get around to updating my ACS Demos project.
Who said I had to do that? In games such as Final Fantasy or, say, Legend of Dragoon, did you ever see that as a major gameplay element? When I get it all done and figured out as far as basic mechanics go, I'll release a demo, but I've gotta find my big fat book'o'knowlege with my formulas etc before I can start coding :?
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justin024
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Post by justin024 »

Bio Hazard wrote:
justin024 wrote:there is no way to execute an action by simply colliding with an enemy or object
Can't you set up a decorate object that executes a script as it's melee attack?
That is such a bad way of doing it though. :(
Who said I had to do that? In games such as Final Fantasy or, say, Legend of Dragoon, did you ever see that as a major gameplay element? When I get it all done and figured out as far as basic mechanics go,
It is always more preferable when you can see your enemies before you fight them. I already have a good idea of how it would work, but I don't feel like investing way too much time coding a turn based system.


BTW, these scripts are on my site now.
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