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FPSC Classic Product Chat / [LOCKED] RPG Mod Official Thread

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BlackFox
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Posted: 27th Apr 2010 03:49
Quote: "Sent you an email. Sorry for not doing so sooner. Been busy with a few other projects especially building my newest set of media(Sanctuary). I want to use your RPG Mod for the Sanctuary set to show it off, maybe even build it into a full game.

Hope to hear from you."


E-mail received and reply sent, Josh.

- BlackFox

BlackFox
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Posted: 29th Apr 2010 07:38 Edited at: 18th May 2010 06:47
Release Name: RPG_Mod_v2.12

Started: 26-Apr-2010

The following is a list of additions being worked on for this release.

* rpg_saverpgdata- This saves all RPG Mod inventory items, objectives, clues, and variables.
* rpg_restorerpgdata- This restores all RPG Mod inventory items, objectives, clues, and variables when used.

This is meant to correct an oversight when going from one level to another. When you go to a particular level and the return to the starting level, any RPG Mod inventory, objectives, or clues that were picked up in a level that is to return to a previous level will not be retained. Thus, the reason for these two commands.

Example: You have three levels

You start out in level 1 and then you go to level 2, then level 3. You want to then return to level 1 but in level 3 you will be picking up an inventory item which is also an objective. There is the script that takes you to level 3 and then the script that needs to be executed when you return. In level 3 you will actually save this data just before you return to level 2; You will be restoring RPG Mod data when you enter level 2 from level 3, and so on.

Weapons are also being worked on with this feature. If you plan on having the player pick up a weapon in level 3, it will not be retained when the player gets back to level 1. However, there is a work-around for that by using RPG Mod variables that will be retained. When you pick up the weapon in level 3 you set the variable to the value needed to compare with in level 1 via a script. How we are going to retain the weapon is actually picking it up again in level 1. You put the weapon in level 1, however, you set it so that it does not spawn. That way the player won't pick it up right away. If the variable indicates that this weapon was picked up in level 3 we then use a specific script that will set the target name to the weapon name that was placed in the map. We then activate the target to 1. This automatically spawns the entity or weapon. Once it is spawned, it will run a specific script for this function. The weapon will immediately be taken up by the player.

Scripts will be provided with this update via another script pack.

Status: Beta testing

Release Date: N/A

- BlackFox

BlackFox
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Posted: 30th Apr 2010 06:31 Edited at: 3rd May 2010 05:39
We are now well into our Beta testing of v2.12. Flatlander has created a demo that shows the player starting in level 1 and has to move to level 3, collect a weapon, and return to level 1 with the weapon collected in level 3. The demo specifically demonstrates a weapon going from level 3 back to level 1. This will allow developers to have weapons collected to be in the player's possession when they return to previous levels.

We are designing a second demo with the focus on inventory. The player will head to level 2 to collect an item for inventory and return to level 1; then go to level 3 to collect another item for inventory and return to level 1. When the player checks their inventory, they will see that the items collected in the other levels are in their inventory.

We will make a post once the second demo is completed.

- BlackFox

Flatlander
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Posted: 1st May 2010 00:47 Edited at: 1st May 2010 00:47
@Blackfox

The second demo sounds like a good test as well. Thanks.

I'm glad you were able to find your way to level 3 and then back again.

cloudwalker
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Posted: 1st May 2010 16:56
This looks wonderful. FPSC has need a good inventory system for a longtime now and the other features make it the best MOD on here.
BlackFox
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Posted: 1st May 2010 17:44 Edited at: 1st May 2010 17:45
Quote: "This looks wonderful. FPSC has need a good inventory system for a longtime now and the other features make it the best MOD on here."


Thank you. Both Flatlander and I have been working hard on designing different elements to work with this mod. One of the goals which has succeeded was to get the mod's name and details out there so people knew of it. Now that RPG Mod has an established foothold, we can now focus on creating different elements for the mod.

The inventory system is quite intensive and requires some good knowledge of scripting. however, once setup, it is a very nice addition to any game.

- BlackFox

BlackFox
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Posted: 4th May 2010 02:05
Update: 03-May-2010

We currently have two demos available from our testing of RPG Mod v2.12.

The first demo we have deals with weapons. It demonstrates the player starting in level 1, then going to level 3, collecting a weapon in level 3, and returning to level 1 with that weapon.

The second demo deals with inventory items. The player will start in level 1 and has two paths they can take- one goes to level 2, one to level 3. They also pickup an item in level 1, then go to each other level to collect an inventory item and return to level 1. At the end, the player will see that they have retained all inventory items from the different levels when they returned to level 1.

So, in conclusion, we have now achieved the following goals within RPG Mod:

- player can pick up a weapon from a different level and retain it when they return to any previous level.
- player can collect inventory items from different levels and retain them when they return to any previous level.

The demos are posted on the RPG Mod section of FPS-Media.

We will be doing some final testing and will announce this release once completed. if there are any questions or suggestions, feel free to contact me.

- BlackFox

BlackFox
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Posted: 4th May 2010 07:05 Edited at: 4th May 2010 07:07
We have been receiving e-mails from people asking if this mod is being integrated into Fenix mod. The answer is: NO

A while back, Fenix mod received some of RPG Mod v1 code to integrate. However, Fenix does not contain any code from RPG Mod v2. In other words, if Fenix mod contains old RPG mod code, then it is totally independent and unsupported of this version of RPG Mod.

Hopefully this will settle and solve any confusion over comments that Fenix contains RPG mod.

- BlackFox

Flatlander
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Posted: 4th May 2010 20:56
Also, I need to point out that the RPG Mod (v1)integrated into FENIX is not stable, unless hockeykid was able to fix the bugs in which I doubt he had time to do (he has a lot more important things to do at the moment). Version 2 and upward is considered stable.

CapnBuzz
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Posted: 4th May 2010 21:33
I'm impressed by the functionality of RPG mod. Once the migration is done and you have a build for it, I think RPG mod will be a must-have.
Flatlander
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Posted: 5th May 2010 04:10
Thank you CapnBuzz and I agree. It can be one hake of a game development tool.

I was going to add an addendum to my previous post. But, I will do that here. Some of the RPG commands will work fine and could still be useful. I did ask hockeykid to take RPG Mod out of FENIX. He had agreed and I'm just assuming he is too busy to do so. However, it definitely will be a moot point once the migration is released and once I integrate RPG Mod into it.

BlackFox
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Posted: 5th May 2010 05:07 Edited at: 14th May 2010 22:18
With the release of RPG Mod v2.20 coming soon, we will include the demo FPM levels (level 1-3) that were used to create the demo to show collecting inventory and returning to previous level 1 with the inventory still intact. This will give the RPG Mod users an example and the ability to see just how to perform this feature, including where to place triggers and scripts by loading in their FPSC. We've even included the RPG_Mod folder used with the demo and will contain all they need when they build it themselves.

Also included will be all the scripts required for this feature as well as the scripts needed to collect a weapon to bring back to a previous level.

If there are any other ideas or suggestions to be added, please feel free to let us know.

- BlackFox

Cloner
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Posted: 5th May 2010 06:40
Hi,
Blackfox
I sent a mail yesterday from my gmail to your hotmail account asking for a link for the RPG mod.
If you find the time or inclination, do answer.
Your mod is appealing, but the discretion is of course yours.

Still moving in circles.
BlackFox
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Posted: 5th May 2010 07:01
Quote: "Hi,
Blackfox
I sent a mail yesterday from my gmail to your hotmail account asking for a link for the RPG mod.
If you find the time or inclination, do answer.
Your mod is appealing, but the discretion is of course yours."


I did receive it @ 0853 PST on 04-May-2010 and replied to it. If you did not get it, let me know and I can re-send it for you.

- BlackFox

Cloner
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Posted: 5th May 2010 09:09
Thank you,
I have received your link.
I was surprised that it just came in though you had mailed 14 hours earlier.
Internet traffic jam, I guess.
Thank you again for this excellent opportunity.
BTW you've a very efficient file distribution system.
My Regards

Still moving in circles.
science boy
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Posted: 10th May 2010 16:45
guys you are my saviours ( sort of ) i love rpg. if i have to go back to x9 to have it then so be it, unless a very unlikely x10 version will come our way. love the status idea too, what about character choice at the beginning?

an unquenchable thirst for knowledge of game creation!!!
BlackFox
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Posted: 10th May 2010 17:28 Edited at: 10th May 2010 17:41
Quote: "guys you are my saviours ( sort of ) i love rpg. if i have to go back to x9 to have it then so be it, unless a very unlikely x10 version will come our way. love the status idea too, what about character choice at the beginning?"


I've been trying to develop an idea to have a character choice in an RPG game, and not too sure if that is achievable in a single player game. I know you can do something similar in multiplayer, but I'll continue to look at this option and work on the ideas we have.

As far as x10, that is another area we have been looking at. I would have to take a look at the source and see what I would need to do to get it x10 compatible. It will not be anytime soon, but will set some time this week to look at it.

- BlackFox

Flatlander
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Posted: 11th May 2010 06:19
Quote: "what about character choice at the beginning"


Why a choice of character? First of all this is FP and you cannot view your character even if you chose one.

Or is it a matter of attributes the character has? How would one portray that? Would one character have different weapons over another character? Would one character have different powers over another character? Would one character be stronger than another. Would one character be more vulnerable to certain weapons than another character?

I'm not trying to be Mr. smarty-pants. I'm just trying to understand what would be needed if there was a choice. It seems that if there is a choice, it all is going to have to be differentiated in game development. I'm not sure how I could help in doing that.

Shadowtroid
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Posted: 11th May 2010 14:37
@F l a t l a n d e r

Yeah, I imagine it would be weapons (sorta like a class selection system) or attributes. Maybe, like, you can be more prone to weapons marked as "fire weapons."

zzbrandon
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Posted: 11th May 2010 14:38
I think what he is thinking as in a choice of a starting model that would be your main characters model kind of like in mass effect. Also I was wondering what you are thinking about as far as a leveling system, because I think the ability to incorporate a leveling system would help expand and create more of an rpg feel, you could use equations to distribute hp,increased damage etc. I was also thinking about the dialogue system contained in rpg mod if it's possible to create a character party system with it where npcs would travel with you and you could converse with them etc. This may not be possible as thats more of an AAA game area, I think it is probably more possible by just porting maps,weapons, and stuff over to darkbasic pro and hard coding it but who knows i didn't know if you had any ideas about how one would go about doing that.
BlackFox
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Posted: 11th May 2010 22:17
Quote: "I think what he is thinking as in a choice of a starting model that would be your main characters model kind of like in mass effect. Also I was wondering what you are thinking about as far as a leveling system, because I think the ability to incorporate a leveling system would help expand and create more of an rpg feel, you could use equations to distribute hp,increased damage etc. I was also thinking about the dialogue system contained in rpg mod if it's possible to create a character party system with it where npcs would travel with you and you could converse with them etc. This may not be possible as thats more of an AAA game area, I think it is probably more possible by just porting maps,weapons, and stuff over to darkbasic pro and hard coding it but who knows i didn't know if you had any ideas about how one would go about doing that."


A development we are working on is in fact a leveling/rank system for RPG mod. As far as a "character party system", that will not be obtainable until at least after the v1.17 of FPSC is released. From what i've read on the new features, we would need the new AI features in order to accomplish what you suggest. Not to say it's a bad idea- in fact, it is on my list of features to accomplish. It just would not work well in v1.16 of FPSC. We already have most of the features, such as characters conversing, inventory, and the ability to trade/sell items. All that we really need is better AI to put this in a new light.

- BlackFox

Flatlander
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Posted: 14th May 2010 08:53
Version 2.12 has been on hold as I am working on v.2.20. This includes what I call a Generic Selection System. You will be able to have 4 different selection lists with 12 different items within each list in a single game.

What this means is that you can use one of these lists as a Character selection list at the beginning of a game. You will be able to provide a background hud which can be a frame that houses the icon images of the different characters; up to 12. However, I wouldn't recommend that many as far as character choice. One of the built-in features is the ability to use the information documentation system to describe/define a character (or item) when the player clicks on the right mouse button. Clicking on the left mouse button chooses the character or item and is stored in a dedicated variable that can be used as a condition when needed.

Since this is a major addition I will be calling this v2.20.

I'm still looking at the possibility of a level/ranking system for the player. Although it can be done with what is available it might make it a tad bit easier to have some dedicated (hard-coded) features as a tool in developing such a system within the game.

Flatlander
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Posted: 15th May 2010 16:50 Edited at: 15th May 2010 16:58
Here is an example of what a ranking display might look like. This is not a hud with the text imprinted on it. The background image is a hud but the text is displayed on top of the hud image. This changes depending on the experience.



The text styles and positioning is very flexible. You can center on the x coordinate so that you can center within a hud anywhere on the screen; although, you can't move it around during the game. You can also turn on and off the rank display. You can use an entity timer to time how long you would want it to display.

When you increase or decrease the value of experience, it will automatically update the rank and level based on the updated experience value. Therefore, if the rank is always displayed it will change. Well, it's supposed to. I haven't tested that yet.

Text and the text background can have color. It is all in the setup.

Note: If the image is too big, let me know and I will delete it and simply put a thumbnail there with a link to the full size. This is 1024x768.

Flatlander
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Posted: 15th May 2010 22:21
I will be putting up a screen shot of character selection and uploading a small demo soon.

Blackfox will soon be testing v2.20 and hopefully will be released by next weekend.

science boy
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Posted: 16th May 2010 00:24 Edited at: 16th May 2010 00:34
i was reffering to choose a character type.

ie wizard,fighter etc.
and able to use specific types of weapons so the arms match up to the character

another example.

a wizard is in robes so every weapon he gets will be with the same robes so it all fits well as in the arms and clothes match up.

fighter in plate armour etc.
and so wizards can only get wizard weapons and same with fighters. doing this will restrict weapons and also stop you suddenly wearing metal gauntlets.

so it would be a choice of character at the beginning which would give you the type of weapons.

i like the idea of what you are working on sounds fantastic, anyway hope that answers your question.

an unquenchable thirst for knowledge of game creation!!!
BlackFox
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Posted: 16th May 2010 05:10 Edited at: 16th May 2010 05:12
Quote: "i was reffering to choose a character type.

ie wizard,fighter etc.
and able to use specific types of weapons so the arms match up to the character

another example.

a wizard is in robes so every weapon he gets will be with the same robes so it all fits well as in the arms and clothes match up.

fighter in plate armour etc.
and so wizards can only get wizard weapons and same with fighters. doing this will restrict weapons and also stop you suddenly wearing metal gauntlets.

so it would be a choice of character at the beginning which would give you the type of weapons.

i like the idea of what you are working on sounds fantastic, anyway hope that answers your question."


We are working on something similar to your idea. The developer will be able to setup a choice of four characters that the player can choose from. Each player can be setup to possess certain characteristics/abilities and therefore will have specific commands that are specific to that character. Also working on restricting weapons to certain defined characters (ex: Wizard would only have a staff; warrior could have sword and perhaps another weapon of the developers choosing). In another example, you could setup specific weapons that can be used based on the player's rank, and as their rank increases, more weapons are available.

Now , we have been working on this extensively, and right now we're doing an extreme beta test to ensure all components work together. I don't have an exact release date as of yet. I realize Flatlander mentioned the possibility of next weekend, but it might be a bit longer. I want to ensure each component of the mod works in unison with the other components and that overall performance is not suffering. When we are getting close to a release, we'll post that info.

However, remember this is FPS (First person shooter) and not a game like WoW, where you will see your character and the items they may have (ie robes for Wizard, armor for warrior, etc). We have to work with the limitations we have, and are trying to best find ways around them.

- BlackFox

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Posted: 16th May 2010 08:08
OMG!! Terry and Mike both of you guys are doing a most Fantastic Job on the RPG project!! keep up the Awesome work. btw...Mike, I received the link but it's not letting me sign on with the info that was provided in the email. i can't wait to try out the RPG engine. I hope both You and Terry have a great day.

Cheers,
Tanya.
BlackFox
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Posted: 16th May 2010 08:37
Quote: "OMG!! Terry and Mike both of you guys are doing a most Fantastic Job on the RPG project!! keep up the Awesome work. btw...Mike, I received the link but it's not letting me sign on with the info that was provided in the email. i can't wait to try out the RPG engine. I hope both You and Terry have a great day."


Hi Tanya,

I apologize for my error. I misspelled your login name on the first message that was dispatched. I just sent you an e-mail with the correct login credentials. Sorry for the mistake.

- BlackFox

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Posted: 16th May 2010 09:18
Thanks Mike!! downloading now..you guys are the best!!

Cheers,
Tanya.
science boy
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Posted: 16th May 2010 12:03
@blackfox.

guys are legends in my eyes.

when i meant robes and armour i am reffering to guns. when you wave a sword of errant ai it comes with arms and hands with platemail. and bonds staff comes with peasant gloves. if they are left around you pick them up and each time you choose a different weapon from a different artist the artwork is different and so is the attire on the arms on the gun animations. so if i had a wizard and he picked up errants sword and used it he aint wizardy when using sword with platemail gauntlets.(although to change outfits in a second is magic!)if he already had a staff

so we are on the same idea as in class the weapons.

i understand i have to make make my own weapons and arms to make things fluent, unless i buy heaps from an artist with the same arms.

that is what i badly tried to explain.

p.s. keep up the great work some of us think you are brilliant.

an unquenchable thirst for knowledge of game creation!!!
Flatlander
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Posted: 16th May 2010 15:26 Edited at: 16th May 2010 15:32
Here's a couple of screen shots for character picking. I used the GSS. For those of you who hadn't read a previous post regarding this it stands for: Generic Selection System. You can have up to four different selection lists. I used list #1 for the character pick. This leaves 3 more possible lists for your game. You can have 12 items per list.

I am not an artist or graphics person so I had to steal a background image off the net to show this. Don't worry it is only going to be used here as an example. The character images I used are the bmp images of FPSC characters. As you can see the selection arrow is located on the "barbarian."



If the player clicks the right mouse button he/she will get information regarding this item (character). The following is only an example. You can have a background hud for this and you can have it anywhere you want on the game screen. It is a new update (sync) to the screen but once the player leaves this by whatever method you use, it will go back to the selection list and the arrow will still be pointing to the item of interest. So, if the player wants to select that character, then all they have to do is click the left mouse button.



It is up to the developer to take care of all the details and of course how they will use this information for the game. The selected item will be placed in a dedicated variable and a condition is provided to find out which item was chosen. There is more detail that surrounds the GSS but I will not go into it here.

ADDENDUM:

I have found I need to do some tweaking with these two new features, but it shouldn't take too long. Since I love what I do, I will be working today -- a Sunday -- and around the clock until I get it done satisfactorily.

science boy
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Posted: 16th May 2010 19:51
flatlander

your a fast worker and a sucessful one too. it seems you are enjoying this and it is looking like a new angle to fpsc, you probably are the first to make this come into reality(character choice), and i must say mighty impressed at your work and at the speed of which it is coming into fruition.

im as excited as you are!

an unquenchable thirst for knowledge of game creation!!!
Scope
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Posted: 16th May 2010 20:59
Now all we need is to be able to change the flak decals and we can have lots of spells.Excellent work flatlander.
Scope.
Flatlander
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Posted: 16th May 2010 21:04 Edited at: 16th May 2010 21:16
Thanks science boy. As far as being fast, a lot of this code has already been done. I just need to change the names to protect the innocent.

Quote: "Now all we need is to be able to change the flak decals and we can have lots of spells.Excellent work flatlander."


Thanks Scope. I am thinking that the migration is going to have better particles. I really do hope because since May 10th I have been working on this for 1 year. I would rather wait for all those particulars with the migration as I would prefer not to have to duplicate anything.

But, this is something I really would like to see as well. If anybody is following the migration thread, please let me know about this, if you could.

Addendum:

Of course, there is a lot to RPG Mod besides the character picking and the ranking system.

This mod simply complements FPSC and makes it into a more serious game development tool being able to have several genres in the first person perspective.

The migration will make that even more palpable. This will be one hake of a game development tool I should think.

science boy
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Posted: 17th May 2010 19:59
have you checked out errants magic flamethrower and spell casting thread it has a lot of ready made stuff that just needs a tweek, and errant donated an arm (not literally) with animations for free, and it works well i now have a light spell that works, on x10 i have a magic missile (flak) that explodes and looks awesome. i have many spells and all based on what decal you want(except flak). just needs tweeking and your set to go. with light spell its using decal and main bit is the muzzle flash, change the colour and lose the scorch brass and then you have light. this is all in gamecore guns.

an unquenchable thirst for knowledge of game creation!!!
BlackFox
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Posted: 17th May 2010 21:52
Quote: "have you checked out errants magic flamethrower and spell casting thread it has a lot of ready made stuff that just needs a tweek, and errant donated an arm (not literally) with animations for free, and it works well i now have a light spell that works, on x10 i have a magic missile (flak) that explodes and looks awesome. i have many spells and all based on what decal you want(except flak). just needs tweeking and your set to go. with light spell its using decal and main bit is the muzzle flash, change the colour and lose the scorch brass and then you have light. this is all in gamecore guns."


We have not had the pleasure of checking either thread at this time. I'll mark that down on my list of "things to do".

- BlackFox

Flatlander
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Posted: 18th May 2010 05:22
Science Boy, i'm afraid I'm having a hard time searching for Errant's thread. Do you have a link or have also lost it.

Plystire
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Posted: 18th May 2010 05:47
If you know a specific person made the thread, you can click on their name to view all threads that they've created. That's how I found it: http://forum.thegamecreators.com/?m=forum_view&t=151097&b=24


The one and only,


BlackFox
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Posted: 18th May 2010 06:55 Edited at: 18th May 2010 06:57
Update: 17-May-2010

Changes: RPG Mod v2.12 was the next release; changed to v2.20 with the additional systems in place

Additional:

The Generic Selection System and Rank system has been implemented in the mod. I have a demo currently in progress that will demonstrate both these new systems. So far I have my experience for the player increasing when specific objectives are met; experience drops if you do something wrong (such as kill an innocent bystander). As the experience increases/decreases, the player can press their assigned key to view the rank they currently hold.

For the RPG Mod users, I will be including this demo in a download file for you in your FTP directory when this mod version is released. This way you can put in your mapbank and load it in FPSC to see how it is done. I will also include the other demo map levels discussed here.

- BlackFox

Flatlander
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Posted: 18th May 2010 18:19
Thanks Plystire. I forgot about that.

science boy
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Posted: 18th May 2010 19:22
so what do you reckon?, it adds even more depth for what we are doing.imo
there are so many indie developers with fantastic outside the box thinking that as made the engines so diverse and not just shoot and kill. if i did ever meet any of you (i must admit very doubtful) but i would buy you a pint, or in oz a stubbie not sure drink measures in usa. anyway i would.


an unquenchable thirst for knowledge of game creation!!!
BlackFox
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Posted: 18th May 2010 19:31 Edited at: 18th May 2010 19:32
Quote: "so what do you reckon?, it adds even more depth for what we are doing.imo
there are so many indie developers with fantastic outside the box thinking that as made the engines so diverse and not just shoot and kill."


IMO, it does add more depth to the game. I'm not knocking game development that gives you a large assortment of weapons and you go through levels shooting everything in sight. Even I enjoy those styles of games. The development of RPG Mod gives a little bit more to a game development. We have the inventory system, which allows you to buy and sell weapons. We have the ability to traverse to another level to collect weapons and inventory and bring them back to a previous level. We have the ability to have a Character selection, where the developer can now specify the characters and their abilities based on the setup. Add in the quests and clues system for creating levels that require some thought and imagination to solve and complete. And we have been working on the rank/experience system, which in some RPG's is a common item found for advancing through the game. Every system in place works with the other, and gives a complete package to an RPG style development. These systems will even work in just about any genre one wants to develop.

- BlackFox

science boy
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Posted: 18th May 2010 23:52
agreed.

i like the idea of progressing with thought provocation, thinking with action with the satisfation of advancement.
everyone loves a promotion in real life and also the escaping from the daily chores of life. being able to fight and kick some ass with solving the problems to feel like your a member of mensa and to get the girl or boy. and be the awe of the local populous is my idea of gaming.
and hopefully many others.
and this mod is gonna be my main choice of mod.

will be sorting out getting x9.

any news on x10 code?

an unquenchable thirst for knowledge of game creation!!!
CapnBuzz
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Posted: 19th May 2010 00:10
Will the rank/experience system be a simple accumulation of experience points where the rank has no relation to character attributes or will an advancement in rank add to character attributes (ie. higher ranks have greater strength or accuracy in battle)? That definitely sounds more involved...
BlackFox
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Posted: 19th May 2010 00:14 Edited at: 19th May 2010 00:26
Quote: "any news on x10 code?"


Already underway I don't have a time-frame, since I'm splitting my time right now with my work and home. As Flatlander and I collaborate on code and systems for x9, and as I test each out thoroughly, I'm coding into x10. When I have something definitive, I'll post in the x10 forum. Of course, before that happens, we will need to ensure it is running stable before making it available in x10.

Quote: "Will the rank/experience system be a simple accumulation of experience points where the rank has no relation to character attributes or will an advancement in rank add to character attributes (ie. higher ranks have greater strength or accuracy in battle)? That definitely sounds more involved..."


Currently the system works like this. The setup file contains the rank and value (for example: rank: 1-Citizen,100-Guard,1000-Royal Guard,2500-Soldier,5000-Warrior). The mod allows the developer to script the command to increase the player's experience. The demo example I am working on does this, where the player starts at rank 1 and when they pickup a key, they gain 10 experience. When each item is collected, and they gain experience, their rank goes up in relation to the experience amount associated with that rank 9hope that made sense). I've also scripted it so if the player does something (such as kill an innocent bystander), they will have their experience decreased, and as a result their rank will also drop. So if you are in the game and have 2000 experience points, you hold the rank as Royal Guard. If you gain an additional 2000 experience points throughout the game, your rank at that point is Soldier. There are other commands that will allow the developer to check the player's experience level to allow/deny other functions.

The Generic Selection System will handle such things as what weapons are available to the type of character you choose, and certain scripts will also be available to that character type.

- BlackFox

Flatlander
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Posted: 19th May 2010 00:20 Edited at: 19th May 2010 00:28
Quote: "Will the rank/experience system be a simple accumulation of experience points where the rank has no relation to character attributes or will an advancement in rank add to character attributes (ie. higher ranks have greater strength or accuracy in battle)? That definitely sounds more involved... "


It is up to the developer how they want to handle it. There is a command, rpg_addplayerexperience=x. This would be used in conjunction with other conditions and actions. So it is determined by the developer to add experience when certain criteria is met.

Also, remember we are working within the limitations of FPSC as well. There is a command that will make the player more invulnerable as a percentage and that can be linked to rank. I really can't come up with all the possibilities right now off the top of my head.

Addendum:

Solving so many clues, meeting certain objectives, accomplishing certain quests, killing so many bad guys, these all can be connected to experience/rank.

There is also the ability for the developer to subtract experience and you can allow negative values or not. A player could go into the hole as far as experience (actually this could be considered by another name) and will have to dig him/her self out of the hole. However, at this point I do not allow for negative ranks. It is not coded to take care of that. I would have to rewrite some code to do that and I don't think it is that important at the moment.

CapnBuzz
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Posted: 19th May 2010 00:25
No worries. I was just trying to figure out if there was a way to link the level of character attributes to rank... and it seems that there is a way to do it! Great.
BlackFox
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Posted: 19th May 2010 00:25
Quote: "I really can't come up with all the possibilities right now off the top of my head."


Since I'm testing it as we speak, I can answer and say there are many, many possibilities the developer can come up with. All it takes is some solid planning and scripting to make it all fit together.

- BlackFox

BlackFox
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Posted: 19th May 2010 00:30
Quote: "I was just trying to figure out if there was a way to link the level of character attributes to rank"


Well Cap, it actually currently works the other way. By defining the rank levels, you can then define the attributes of that character. Just remember that rank and experience are linked together, meaning if you define the rank as I explained earlier, then the amount of experience you hold will tell you what rank you are. The mod has script commands that allow the developer to check the player's experience level, and if it is higher than a value, you can script other attributes (for example- more strength, faster, etc); if the experience level is lower than a chosen value, then you would not allow these attributes. Hope that clears it up.

- BlackFox

CapnBuzz
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Posted: 19th May 2010 01:00
We're talking about the same thing. Sounds good.

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