shelving ren'ai project for a bit
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shelving ren'ai project for a bit
I've stated before that I got an idea for a VN.. but since I'm also tied up on a MMOLRPG project.. I'm shelving it for the time being..
if anyone wants to know what the MOG is about ask me here (be warned though.. I'm only at liberty to discuss only so much)
if anyone wants to know what the MOG is about ask me here (be warned though.. I'm only at liberty to discuss only so much)
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put simply
its the mid-21st century and VR (Virtual Reality) has become very commonplace.
one very popular VR is caled "The Battleverse", a VR community of high tech gladiators with suits of powered armor (which they construct themselves out of components.
one intertesting feature we are hoping to implement is purely dynamic content (and we think we may be the first ones to do such a scheme)..
Let me check with my colleage on the project... I may be able to post a link to the devsite's FAQ on the game...
its the mid-21st century and VR (Virtual Reality) has become very commonplace.
one very popular VR is caled "The Battleverse", a VR community of high tech gladiators with suits of powered armor (which they construct themselves out of components.
one intertesting feature we are hoping to implement is purely dynamic content (and we think we may be the first ones to do such a scheme)..
Let me check with my colleage on the project... I may be able to post a link to the devsite's FAQ on the game...
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what I can say right now is that we're using the Torque Engine (its the one used in TRIBES2 from Sierra and the [now defunct] Dynamix)
so far we had to write a MUD driver to work in Torques back-end to handle the MOG features (inventory, account management, passwords).. in short this should let us do what we want without having to rewrite half the engine.
if you want to know about this engine.. head over to http://www.garagegames.com
to use the engine for a project costs you $100 per programmer/project.
however.. theirs a new engine that might work for a Ren'ai game called "reaction" and the SDK for that is under $60..
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ok.. here's a page snippet from our Devsite...
http://members.battlebazaar.com/index.php
just read the story called "IronThunder (name will change) What to Expect"
there's also a FAQ for some extra info, albeit somewhat incomplete..
http://members.battlebazaar.com/index.php
just read the story called "IronThunder (name will change) What to Expect"
there's also a FAQ for some extra info, albeit somewhat incomplete..
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Iron Thunder (what to expect)
ok.. for those of you who couldnt find the story I told you all about a while back... here's the URL for the article..
bear in mind you DO NOT have to register to read it..
https://www.battlebazaar.com/modules.ph ... cle&sid=21
bear in mind you DO NOT have to register to read it..
https://www.battlebazaar.com/modules.ph ... cle&sid=21
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IronThunder (name will change) What to Expect
heres the text then... posted by my coleague DaveB.
____________________________________
OK, I'm letting out just a little information. I see a handful of people are poking around the site now and again...
See the extended story for the details.
IT is a game based on Japanese Animation -- it features fights in a variety of locations between hardsuits. Expect fast-paced combat -- these aren't slow, ploding, monstrous mechs like you see in most games. These are small, agile, capable suits that move quickly and inflict damage.
We are using the Torque engine, the same engine that was used in Tribes 2, see http://www.garagegames.com for information.
Players will be able to fight in one-on-one combat in the arena, as well as a variety of other challenges. Because this is a multiplayer game, battles aren't limited to just 2 mechs, and unlike most games, it is possible to watch arena matches, and to socialize about them -- to place bets for in-game money, etc.
Additionally, players will be able to explore outside the arena areas, find uncontrolled regions, and claim them. They will be able to harvest resources, and they will be able to design and build bases. Suits will be highly customizable, and there will be a vast array of weaponry.
Salvage will be supported, as will trade skills. It will be possible for a skilled player to kill an enemy cleanly, so that they may claim almost intact suits. Of course, more often, the players will fight until the suits are almost completely destroyed.
Anyway, that's a brief description of what the game is without giving away too much. Expect really fast paced battles with lots of jumping, dodging and diving, just like in an anime. Expect swarms of missles going flying across the battlefield streaking to their target, beam weaponry cutting a swathe of light through the night sky, and close in melee fighting, too.
The game uses a certification system for equipment, and character skills can somewhat influence suit characteristics.
We're not letting the whole cat out of the bag right now, but in the interest of seeing if anyone is actually paying attention to the site, or if folks are just voting in the polls and then leaving, I thought I'd update the message and see what happens. =D
____________________________________
OK, I'm letting out just a little information. I see a handful of people are poking around the site now and again...
See the extended story for the details.
IT is a game based on Japanese Animation -- it features fights in a variety of locations between hardsuits. Expect fast-paced combat -- these aren't slow, ploding, monstrous mechs like you see in most games. These are small, agile, capable suits that move quickly and inflict damage.
We are using the Torque engine, the same engine that was used in Tribes 2, see http://www.garagegames.com for information.
Players will be able to fight in one-on-one combat in the arena, as well as a variety of other challenges. Because this is a multiplayer game, battles aren't limited to just 2 mechs, and unlike most games, it is possible to watch arena matches, and to socialize about them -- to place bets for in-game money, etc.
Additionally, players will be able to explore outside the arena areas, find uncontrolled regions, and claim them. They will be able to harvest resources, and they will be able to design and build bases. Suits will be highly customizable, and there will be a vast array of weaponry.
Salvage will be supported, as will trade skills. It will be possible for a skilled player to kill an enemy cleanly, so that they may claim almost intact suits. Of course, more often, the players will fight until the suits are almost completely destroyed.
Anyway, that's a brief description of what the game is without giving away too much. Expect really fast paced battles with lots of jumping, dodging and diving, just like in an anime. Expect swarms of missles going flying across the battlefield streaking to their target, beam weaponry cutting a swathe of light through the night sky, and close in melee fighting, too.
The game uses a certification system for equipment, and character skills can somewhat influence suit characteristics.
We're not letting the whole cat out of the bag right now, but in the interest of seeing if anyone is actually paying attention to the site, or if folks are just voting in the polls and then leaving, I thought I'd update the message and see what happens. =D
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Ok...
Zin you wont be able to read most of theforums on the Devsite I use (battlebazaar.com).. but I think the Reaction Engine up for use on garagegames.com is PERFECT for those wanting to make simple games (heavy on puzzles at least)... and its rather cheap.. only about $50 USD (US Dollars)[/quote]
Zin you wont be able to read most of theforums on the Devsite I use (battlebazaar.com).. but I think the Reaction Engine up for use on garagegames.com is PERFECT for those wanting to make simple games (heavy on puzzles at least)... and its rather cheap.. only about $50 USD (US Dollars)[/quote]
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patience Erik...Gimmegimmegimme!
This sounds like a game one can't afford to miss, doesn't it? I'm very curious. Let that cat outta the bag already!
I cant tell you all much else since I'm not at liberty to do so...
all I can say right now is that we're trying to work out how to resolve combat.. since its an "action" game with RPG elements.. we need to work out how to resolve combat without resorting to "to-hit" rolls... (or the so-called "saving throw")
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