Author Topic: ACT IV  (Read 6310 times)

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Offline darkfire

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ACT IV
« 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.

Offline kalan_vod

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« Reply #1 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

Liazon

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ACT IV
« Reply #2 on: September 06, 2007, 10:54:00 am »
either sounds pretty good.

Offline DJ Omnimaga

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ACT IV
« Reply #3 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.

Delnar_Ersike

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ACT IV
« Reply #4 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).

Offline DJ Omnimaga

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ACT IV
« Reply #5 on: September 07, 2007, 10:26:00 am »
hmm I hope Planescape doesnt have something to do with Runescape...

Delnar_Ersike

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ACT IV
« Reply #6 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.

Offline DJ Omnimaga

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ACT IV
« Reply #7 on: September 07, 2007, 12:20:00 pm »
phew

Offline Halifax

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« Reply #8 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.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline DJ Omnimaga

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ACT IV
« Reply #9 on: September 07, 2007, 12:30:00 pm »
But wasnt C almost as easy as BASIC (aside from sprite usage and memory management)?

Offline Halifax

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« Reply #10 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.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline darkfire

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« Reply #11 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.

Offline DJ Omnimaga

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« Reply #12 on: September 10, 2007, 09:36:00 am »
aah i see halifax, I've totally forgot about executable code limits

Liazon

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« Reply #13 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.

Offline DJ Omnimaga

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« Reply #14 on: September 10, 2007, 11:53:00 am »
especially if you plan to make starcraft 2 for 68k calcs