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Author Topic: Fish Game (no name yet)  (Read 894 times)

oceeman

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Fish Game (no name yet)
« on: August 23, 2010, 11:53:19 am »

Hey! I've tried different game engines and Torque seems to be suitable for creating a complex adventure RPG. To learn about this engine I used fish demo and expanded it.

I made weapons, amo, end-level bosses, stats (damage, missile speed, reuse, etc) and some skills (passive - increases some attributes or give a chance to do something like reflect etc, toggle, active).

I also made a summon that is capable of thinking where to shot and how to avoid missiles (I used something like a radar system).

At the end of the first level you need to defeat a boss shooting missiles that has chance to track your movement or follow you a bit. After you defeat it you can spend you points on various skills. I gave you 5000 extra points so you can see them in action. You activate skills on F1, F2... F8. (the order is like you see the buttons on top - no cool images I know).

At the second level you can see the skills in action (the summoned clone is nice to see in action). The second level is the last one because I just worked on functionality, attributes etc.

I just used art from fishart so there are no cool effects.

Here is the full game and source: http://filebeam.com/15fedbac79daf54ffaa66c4be761740e

(if you notice any bug is ok :P)

I want to create a complex RPG game. I managed to understand the engine but I am only good at programming. I am a complete noob when it comes to models, textures, etc. If someone want to make a team with me to create a complex medieval RPG please tell me.

Thanks!
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