New game development

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By wolf_

Ambassador_ (9789)

wolf_'s picture

26-12-2002, 01:23

If there are enough scene RPG's, why does everyone still agree on sd snatcher, DS6, Xak serie, etc. being real classics?

With all respect, but you can't just compare the scene RPGs with the Japanese stuff.

The main difference is the artwork, music and gfx always were better from the real Japanese companies imho. The only dutch games I ever played were Frantic and Dix, for the rest I preferred the Japanese ones.

Stories should be made by artists, not coders. Anyway I don't consider the story a technical limit. A good engine can handle any story. So, not coding because you're waiting on a script is like a circle, where scriptswriters don't feel like investing time in a game of which there isn't a concrete engine yet.

So, the best way from here is to gather some skilled codefreaks with 1 main coder who splits the whole program in manageble modules.

any1 interested ??? Smile

By DarQ

Paragon (1038)

DarQ's picture

26-12-2002, 04:42

Well, actually, i would be interested to code some stuff. If it were a year ago. It's too busy overhere but please, find some skilled people that know that they're doing and make some hot RPG and i will be (probably) delighted to play it!!!

good luck to anyone involved in this (future) project!

(no, im not evil guyver800!)

By mighty.m

Expert (116)

mighty.m's picture

29-12-2002, 17:29

there's been lot's of people that started working on a RPG in the past... few made it to the finish line... the only ones that really did a great job in my eyes were UMAX... (I'm talking about the amature scene only now huh) but maybe that's because PA2 was the first RPG I ever played. Later on I discovered the XAK series I never really liked those. Okay, the music is legendary, so are the gfx (boy oh boy, first time I saw that XAK3 demo) but the gameplay is frustrating. (Maybe that's because I've always had a regular MSX2, never played it on 2+ or Turbo-R)...

What I like about RPG's is they're timeless. An RPG doesn't need rendered or realtime 3D graphics to feel nice. In fact I like 2D RPG's the best and I guess I will always do so.

Dragonslayer 6 i.e. doesn't look THAT nice but it has that nice feel to it.

Oh well, I hope if someone does start out on one they actually finish it Wink

I hope so because I love RPG's. And I love playing 'em on MSX

By snout

Ascended (15187)

snout's picture

30-12-2002, 11:09

I'm afraid that it's hard to get a team together that is capable of creating a new monster-sized-RPG. Many people have burned their fingers to this one in the past :/ For the upcoming time, I'm spending my time working on the MRC and making music for a new puzzle game (more info later)... in the future I'd like to contribute to other projects as well Smile

By wolf_

Ambassador_ (9789)

wolf_'s picture

30-12-2002, 11:27

And how many ppl that burnt their fingers were part of a well organised team? I guess all those ppl were on their own.

As with all big projects (not only games), when you don't think about a neat structure from the very beginning, the code mutates to soup Smile If you start with a component-based structure, where every part (gfxplotting, triggermanagement, mapmaker, gfxorganisers, story, demosystem etc.) is a clearly defined piece, and doesn't need other global things, then chances are that things are more manageble in the end.

By anonymous

incognito ergo sum (109)

anonymous's picture

30-12-2002, 12:07

Operation Damocles and Nosferatu are two games that come to mind. AFAIK they were planned by a team and never got very far.

But I agree it should be possible. Although, the larger the team the more different opinions etc... And not everyone can work as part of a team.

The question is, why do we huge RPG's? Doesn't MSX have enough RPG's already? ^^;

A big platform game would be cool...

Nobody made a good Super Mario type game yet! Especially on MSX2+ it's easy to make and great fun to play.

Which reminds me... Another reason why big projects tend to fail is they lack good tools, like map editors etc., but that's where cross-developing shows its strength.

By wolf_

Ambassador_ (9789)

wolf_'s picture

30-12-2002, 13:16

I think all msx'ers are quite happy when there's an engine which is at least SD-Snatcher compatible. When you make one room with all the bells and whistles, then you basicly have the whole game. You don't code the story, you code a script system in which you can script a story (including all triggers/actions/demos everything). So, about the huge size of an rpg, how much trouble is it to make 1 functional room, based on scripts? If it's not too much trouble, then you almost have the complete game.

Platformgames, I haven't seen a better actionplatformgame than PsychoWorld, and i haven't seen a better advanture platformgame then Usas. Would be nice indeed, but could be harder to code on msx because of all the action (enemies, bullets etc.) And it too requires alot of gfx.

By Maggoo

Paragon (1196)

Maggoo's picture

30-12-2002, 13:33

A big platform game would be cool...

Nobody made a good Super Mario type game yet! Especially on MSX2+ it's easy to make and great fun to play.

Which reminds me... Another reason why big projects tend to fail is they lack good tools, like map editors etc., but that's where cross-developing shows its strength.

Well if you want the perfectyl working code of a Super Mario type game for MSX2+ feel free to ask Tongue I even got the map editor that comes with it (on PC but heck it works..)

By Sander

Ambassador (1847)

Sander's picture

30-12-2002, 15:26

Yeah! Someone please finish MKID. Then I can sleep well again too. Wink

By Sander

Ambassador (1847)

Sander's picture

30-12-2002, 15:29

Maggoo: do you still have those gfx I send you in the past? Last one was something with a clown or something. Just wondering...

Can't remember what I did send exactly. Except that it was not enough. Crying

I wonder what it looked like.

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