On Sun, 14 Feb 2010 15:27:19 -0800, B W <stabbingfin...@gmail.com> wrote: > I'm curious. :) > > Is anybody out there working on a dungeon crawler? > > My interests travel specifically along this line: > > - RP with a storyline and character building > - PVE > - real-time combat and movement (not turn-based) > - melee-range-magic > - not too deep in stats or skills > - plans for network co-op a plus > > Gumm
I've wanted to make an RPG for many years, but never went farther with my own code than building elements like sprite/tile engines, RPG data structures and experimental battle systems. (Examples: http://kschnee.xepher.net/code/080126tactics.zip and http://kschnee.xepher.net/code/080126tactics_source.zip -- tactical RPG http://kschnee.xepher.net/code/080301colony.zip and http://kschnee.xepher.net/code/080301colony_code.zip -- colony-themed RPG http://kschnee.xepher.net/code/dungeon_maker/ -- procedural dungeon map maker http://kschnee.xepher.net/code/mission.py.txt -- RPG teamwork & foraging mechanics http://kschnee.xepher.net/code/070629ShiningSeaDemo.zip and http://kschnee.xepher.net/code/070530ShiningSeaSource.zip -- Real-time walk-around-a-big-tiled-map system ) http://kschnee.xepher.net/code/080604trade_game.zip and http://kschnee.xepher.net/code/080610tradegame_source.zip -- trading game ) My problem is that end up flailing on each attempt, because I'm bored with the mechanics of the "Final Fantasy" games I grew up with (and to some extent even the sandbox "Elder Scrolls" games). I keep wanting to do something with more innovative gameplay than a Roguelike or FF game. My wish list would include: -Well-integrated story and gameplay, as opposed to non-interactive cutscenes interspersed with pointless battles -Battles you won't win by mashing one button; maybe imitate the best console RPG engines like "Grandia" and "Final Fantasy Tactics"/"Disgaea" -NOT an MMORPG, because those are overdone, riddled with grinding, and ludicrously hard to program -Characters that're unusually interactive and intelligent, bearing in mind that game AI seems to be a very different field than true AI; Bioware's games are a step in the right direction And anyway, RPGs are complex enough that they're hard to do solo, even for something like a Roguelike. So I've got a bunch of ideas (I write better than I code) and a bunch of half-baked demos of RPGish things.