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Which is the best choice?

Combatant
the RPG
the world simulator

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Author Topic: Muz wants to make a magnum opus  (Read 1861 times)

Muz

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Muz wants to make a magnum opus
« on: November 26, 2010, 10:26:39 am »

OK, so I settled upon making an RPG.

Spoiler: RPG (click to show/hide)


First phase... getting RPG building experience, while testing out some of the concepts. It's less painful to make mistakes with a small RPG, than a big, complex one.

- So, I'll build make a dumb RPG, as simple as possible, to get experience, but hopefully it'll end up a fun one.

- Testing out a non-linear stats system, seeing if it can be user friendly and balanced at the same time.
- Testing out a detailed body part combat system, seeing if it ends up balanced.

- Looking for RPG story/plot ideas, preferably low magic, but doesn't matter.
- Looking for a programming language suitable to build all this.
« Last Edit: December 09, 2010, 07:01:34 am by Muz »
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Supermikhail

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Re: Muz wants to make a magnum opus
« Reply #1 on: November 26, 2010, 01:16:52 pm »

Hm. Haven't sold any of them to me. You're aware that biggest sellers right now are games with a good story, up-to-date graphics and good multiplayer? You've mostly described what's going on under the hood, but what can you tell me as an average player? Are they intended to be as frustrating as DF, because you're going to concentrate on details and simulation?

Also, I can see that gameplay-wise the RPG isn't going to feel much different from your average... well, Fable, Mass Effect, all RPGs that promise profound effect of the player's actions on the world. Except for randomisation. And probably as clunky dialogue as in DF.

The same about the World simulator. If the player can place cities and buildings, it's, well, Civilization. If the player can't place cities and buildings, it's like watching an LP of Civilization.

Oh, and to finish with a low punch, Combatant. I think DF already does it. Well, most of it, and strives for all of it. So, sorry if I'm being rude.
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Sean Mirrsen

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Re: Muz wants to make a magnum opus
« Reply #2 on: November 26, 2010, 03:40:30 pm »

Actually, I like the idea of the Combatant. But, it has to be two things. Physics-based, and multiplayer-capable. Something like Toribash, but with less joint-per-joint actions, and more character detail and accessibility. Something where you tell your character "move here like this and stab this guy here" and allow the character's AI to try and carry out the command. I know it's far beyond the scope of what you planned, but that's what I would go for.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Virex

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Re: Muz wants to make a magnum opus
« Reply #3 on: November 26, 2010, 03:57:30 pm »

You could turn 3 into a goal-driven game pretty easily. Instead of just a random entity you could be a god who's trying to get more followers by preforming wonders, setting out prophets and shaping the fate of history. Add in some multiplayer and you'd have a pretty interesting spin on the standard 4X genre:


The hell are my followers of Kwazistan doing attacking my followers from Illuria? *Zap* That's better.


Of course you'd need to have some sort of cap on the player's power. For that one could look towards Greek mythology, in which the gods weren't exactly omnipotent, though they could certainly do a lot.
« Last Edit: November 26, 2010, 03:59:27 pm by Virex »
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Supermikhail

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Re: Muz wants to make a magnum opus
« Reply #4 on: November 26, 2010, 04:09:22 pm »

Wow. Guys. I've got a deja vu. You, Sean Mirrsen, either use "it's far beyond the scope of what you planned" too often at the end of you posts, or I've seen this thread before. Spooky.

Anyway. Virex - Black&White but with less control?

Combatant Sean Mirrsen-way but Matrix-style! Only you can bullet time only between punches. And you're not Neo and have to think your next move through for 5 minutes.
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Sean Mirrsen

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Re: Muz wants to make a magnum opus
« Reply #5 on: November 26, 2010, 04:13:55 pm »

Well, a forum-search turned up nothing, so if you've seen it, it wasn't here. :)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Virex

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Re: Muz wants to make a magnum opus
« Reply #6 on: November 26, 2010, 05:15:25 pm »

Anyway. Virex - Black&White but with less control?
More like a cross between EU 3 and Black and White with DF's level of control, but you're thinking the right direction. See also Pandemic 2 for a similar style.
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Muz

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Re: Muz wants to make a magnum opus
« Reply #7 on: November 26, 2010, 11:41:59 pm »

Also, I can see that gameplay-wise the RPG isn't going to feel much different from your average... well, Fable, Mass Effect, all RPGs that promise profound effect of the player's actions on the world. Except for randomisation. And probably as clunky dialogue as in DF.

The same about the World simulator. If the player can place cities and buildings, it's, well, Civilization. If the player can't place cities and buildings, it's like watching an LP of Civilization.

Oh, and to finish with a low punch, Combatant. I think DF already does it. Well, most of it, and strives for all of it. So, sorry if I'm being rude.

They're a bit tough to explain, without pushing into the 'tl;dr' level, yet trying to make people believe that it was possible, which was why I highlighted what's under the hood. I wanted to describe just the gameplay, but didn't want to pull a Molyneux :P Nobody said that there won't be story, graphics, multiplayer. Same goes for turning that world simulator thing into Populous. Once I'm finished with the engine and technical design, story, graphics, etc just becomes the paint and leather on the car.

Civilization doesn't actually let you create the world. You play only one faction and go against others. The world simulator I plan lets you control all the factions. And it doesn't focus on winning, it focuses on simulating.

Fable/Mass Effect have a very linear storyline, you end up with only one or two endings. It'd be more like Fallout 2, you do something in a few cities, those cities may act with one another, and the ending depends on what you did there.

Yeah, Combatant does end up like DF's adventure mode.

Actually, I like the idea of the Combatant. But, it has to be two things. Physics-based, and multiplayer-capable. Something like Toribash, but with less joint-per-joint actions, and more character detail and accessibility. Something where you tell your character "move here like this and stab this guy here" and allow the character's AI to try and carry out the command. I know it's far beyond the scope of what you planned, but that's what I would go for.

Yeah, it'll have multiplayer, technical nightmare, but it'll be in the works.

I did physics based, but generally it ends up more unrealistic. Long story, but it gets wonky behavior and overcomplexity. Something like pikes ended up overpowered. It's not bad, but not good either. Then I found that Mount and Blade, with its very simple system got the feel just right, so I'm going with that system. KISS rule.

That and as anyone who's swung a sword or thrown a punch professionally will tell you, most of the power in a swing doesn't come from the distance itself or just weight, but moves from the feet. It's going to be tough simulating force from the legs into a punch. Toribash does this to an extent, in which you have to jump to kick someone's head off, but I'd rather not go into that kind of complexity, because it just makes the game look funny if not done right.
« Last Edit: November 27, 2010, 01:51:07 am by Muz »
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Supermikhail

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Re: Muz wants to make a magnum opus
« Reply #8 on: November 27, 2010, 01:20:48 pm »

What I meant by Fable/Mass Effect comparison is that they have you doing some things in the beginning that in the finale are presented in such way that you feel like you've influenced their outcome. It feels like if one plays your RPG only one time, and the influence is as subtle as you describe, it's going to feel the same way as Fable. And you then argue that under the hood your game is much more profound, as much as you want.

Also, I suspect that there even may be a rule in game design that "Gameplay first, then everything else". The engine is just a means to a game that you and others will want to play. Otherwise, if you don't really want to make a game, but are only interested in an engine, then why "Selling points"? Make it "Specifications" instead. Or, if you only care about the implementation, why make a game on your own? There's a hundred and one guy on this forum who would gladly offer you his gameplay ideas. Without a fee.

^Only with best intentions. Also, "if focuses on simulating". I hope you're as good at this as Maxis.
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Neonivek

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Re: Muz wants to make a magnum opus
« Reply #9 on: November 27, 2010, 11:25:01 pm »

Your RPG looks like the one most capable of being pulled off while at the same time being fun.
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Korbac

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Re: Muz wants to make a magnum opus
« Reply #10 on: November 27, 2010, 11:40:07 pm »

World Sim! Perfect storytelling cheese generator.  :D
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Muz

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Re: Muz wants to make a magnum opus
« Reply #11 on: November 29, 2010, 09:37:49 am »

Lol, the votes being all equal is making it even tougher to choose.


@Supermikhail: Well, it's all there just to be descriptive. I could write 9999 more words to get into the low level design of how I'd do it, but that's what a design document is for. It's not easy to write a summary of any game, try and write one about your favorite game. This thread is to figure out what I should write up a design for and how to make it.

I can probably do simulation quite well, have a few years of experience with it among some other vaporware, actually took an engineering course to brush up on it. And they're all games I want to play; if someone gave me an idea I preferred more, I'd work on that instead, but I haven't found such a thing, at least not one with a written design document.

Let's make the assumption that I know how to do it right or I'll focus on figuring it out. It wouldn't be a magnum opus if it were something I could make over a month :P
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Supermikhail

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Re: Muz wants to make a magnum opus
« Reply #12 on: November 29, 2010, 10:44:15 am »

Okay. Has it ever occurred to you that these your ideas are pretty generic. A bit like in an article I read on SomethingAwful - To make a good game write in Notepad "Large open areas", "Dynamic lighting", "Realistic AI"... only you want really code something like that. I can describe my favourite game (with help of a Wikipedia article).

You play as a cybernetically enhanced supersoldier, teamed-up with an artificial intelligence. You battle various aliens on foot and in vehicles to uncover secrets of a ring-shaped artificial planet. This game is easy to learn and has an engaging story.

Story, gameplay, features. All basically in three sentences, artists get basic ideas about how it should look, programmers get basic ideas about how it should work, I get basic ideas about how it should play.

What your engines seem to propose is bloated features, brain-crushing learning curve and lots of RNG-induced glitches. It seems to be the general trend with programmers here, but I can easily envision a magnum opus as a delicate, balanced creation.
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Muz

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Re: Muz wants to make a magnum opus
« Reply #13 on: November 30, 2010, 07:18:36 am »

Ok, fine, all the games are easy to learn, has an engaging story, and have great graphics. There are no RNG-induced glitches, because the testers will iron all of them out. :P

Of course ideas are going to be generic. The fun is going to be in implementing it properly, and the thread's starting off on deciding which to implement first. My favorite games, Avernum, Football Manager, Battle for Wesnoth, Europa Universalis, have very mundane concepts, nothing special, but the fun is in how the game ends up as more than the sum of its parts. Even Halo, which took me a while to figure, is simply a typical FPS, but executed well.
« Last Edit: December 09, 2010, 06:22:51 am by Muz »
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Muz

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Re: Muz wants to make a magnum opus
« Reply #14 on: December 09, 2010, 06:55:34 am »

Looks like all the votes are about tied up equal with some noise in the voting. I was hoping someone would give a compelling argument for/against one of them. Since I like all of them equally, I'm going with the easiest. That puts the the world generator off the list.

I've got most of my experience with either Combatant and RPGs. Combatant can be prototyped as an Aurora-style spreadsheet at worst and used for tabletop games, making it the simplest to code. But won't be special without the positioning system. I'm already sick of game design and math and good game design help is far rarer than good programming help.

The RPG will take a bit more coding work, but it'll be the easiest to design. There's also abundant RPG material and a big fanbase looking for a quality indie RPG. So far, looks like the easiest choice.


I think I'll start off by making a simple RPG, for practice and to give some space to mess up.

I'll like to impose my non-linear RPG stats system on it and a bit of the combat engine. Other than that, I'll just take any cliche RPG storyline to start it off with. If anyone has a simple RPG idea they want to see made, it'd be great.

Also, it would be nice knowing a good programming language for this. I've been making games mostly with Multimedia Fusion so far. It should be able to handle a simple RPG, but most of the stuff I built required quite a bit of workarounds to get around its bugs. I don't think RPGMaker allows some of the things I'd like to do, so it's out.
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