Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: darkfire on September 06, 2007, 06:20:00 am

Title: ACT IV
Post by: darkfire on September 06, 2007, 06:20:00 am
Ive been writing the story line for the past year now.  But been stalled with the actual game creation.  This game is story intensive and plot driven. (ie its not walk around forest fight boss, short dialouge)  It has conditional events.  Ethic choices.  What you do effects the out come of the game. This is an RPG.  I dont know whether it will be for the 89T in C or on the 83series in xlib.  If anyone wants to help me with the actual coding please give me post.
Title: ACT IV
Post by: kalan_vod on September 06, 2007, 08:25:00 am
That is a great, you are not the first one to make such a request. I sure hope that you can find someone with the time and experience to work with, but as I am not really knowledgeable with RPGs (have not played more than 1 hour with FF >.>)...Welcome to the forums, and I hope you stick around ;)wink.gif
Title: ACT IV
Post by: Liazon on September 06, 2007, 10:54:00 am
either sounds pretty good.
Title: ACT IV
Post by: DJ Omnimaga on September 06, 2007, 05:20:00 pm
wow nice a new RPG project :)smile.gif It reminds me fable style, even its slogan was "for every action, a consequence" or Star Ocean series, where if you did something wrong your party members hated you or if you pickpocketed too much to get rare items they started looking upon you.
Title: ACT IV
Post by: Delnar_Ersike on September 07, 2007, 04:00:00 am
Hmmm, this project sounds nice and pretty ambitious if you ask me. The concept kind of reminds me of Planescape: Torment (the only one, true RPG I have ever played, even if the game is 8 years old. BTW, I've also played all the Baldur's Gate series, the Icewind Dale series, Neverwinter Knights, KotOR2, etc.), in which once you did something, there was no going back, and in which no two games are exactly alike (so many dialogs and dialog choices %)rolleyes2.gif ).

You will probably have an easier time programming this game with C for the 68k family, but you can also program this for the 83+ family if you can put up with the smaller screen size, the limited memory, the slower processor, and the limits of BASIC (even with xLib).
Title: ACT IV
Post by: DJ Omnimaga on September 07, 2007, 10:26:00 am
hmm I hope Planescape doesnt have something to do with Runescape...
Title: ACT IV
Post by: Delnar_Ersike on September 07, 2007, 11:25:00 am
QuoteBegin-DJ Omnimaga+7 Sep, 2007, 14:26-->
QUOTE (DJ Omnimaga @ 7 Sep, 2007, 14:26)
hmm I hope Planescape doesnt have something to do with Runescape...

Screenshot of Runescape:
user posted image

Screenshot of Planescape Torment:
user posted image

End of argument.
Title: ACT IV
Post by: DJ Omnimaga on September 07, 2007, 12:20:00 pm
phew
Title: ACT IV
Post by: Halifax on September 07, 2007, 12:23:00 pm
darkfire: If this is your first project, and your first C project. I really wouldn't recommend beginning with C programming. BASIC is the way to go, if you match the above.
Title: ACT IV
Post by: DJ Omnimaga on September 07, 2007, 12:30:00 pm
But wasnt C almost as easy as BASIC (aside from sprite usage and memory management)?
Title: ACT IV
Post by: Halifax on September 07, 2007, 12:36:00 pm
Yes it is as easy, but it isn't when it comes to the 64KB limit, and space limitations of the 89T. Plus yes, there are a lot of "tricks of the trade" things that should be learned prior to a first big project like this, which I recommend doing through small manageable projects.
Title: ACT IV
Post by: darkfire on September 10, 2007, 04:57:00 am
Well i already know c.... And I have made a complete engine in tigcc before. Its not new to me. I just never released anything to the public that I wouldn't play over and over.  I just need help on some advance concepts and of course sprite making as sprites is not my strong points.
Title: ACT IV
Post by: DJ Omnimaga on September 10, 2007, 09:36:00 am
aah i see halifax, I've totally forgot about executable code limits
Title: ACT IV
Post by: Liazon on September 10, 2007, 11:17:00 am
64kb limit isn't a big deal.  though you might want to ask the TIGCC creators about it first if you plan to have over 64kb of executable.  and external data usually ends up being a must.
Title: ACT IV
Post by: DJ Omnimaga on September 10, 2007, 11:53:00 am
especially if you plan to make starcraft 2 for 68k calcs
Title: ACT IV
Post by: Delnar_Ersike on September 10, 2007, 12:09:00 pm
QuoteBegin-DJ Omnimaga+10 Sep, 2007, 15:53-->
QUOTE (DJ Omnimaga @ 10 Sep, 2007, 15:53)
especially if you plan to make starcraft 2 for 68k calcs  

 There's already a Starcraft for 68k calcs? o.oblink.gif

@darkfire: if you only need monochrome sprites, I'm your man. However, if you want to do greyscale (especially if you are planning this in C), I think there are probably people here who can do a better job than me.
Title: ACT IV
Post by: DJ Omnimaga on September 10, 2007, 12:20:00 pm
I meant THE starcraft 2, 3D and all new units


and i was joking anyway that would be a suicidal project, the sc 68k project is good anyway, altough it seems to be dead :Ptongue.gif
Title: ACT IV
Post by: darkfire on September 12, 2007, 01:54:00 am
Actullay I can deal with monochrome sprites. It makes things a deal easier and allows the game to move faster.
Title: ACT IV
Post by: DJ Omnimaga on September 12, 2007, 04:04:00 am
black and white is always good if you dont need too much details that clutter the screen, and indeed it can be wicked fast!