charlie {l Wrote}:Nice work farrer. You should update the Project Showcase thread! Would love to see a video too.
I'm waiting for it being more contributor-friendly before doing any announcement. In fact, the current tasks are much rewrite/refactor some old code and the engine isn't on the playable level the old engine was. Once more usable, I'll for sure post on the showcase subforum.
Julius {l Wrote}:@farrer: That looks/sounds awesome (including the GUI toolkit, which is definitly a must for a complex RPG). Are you using some sort of scripting for game-code that would also make modding much easier?
The old engine had its own script language (for examples:
cattle idle behaviour scriptor
normal battle script), but it has some limitations and the obvious flaw of being a not-known-bizarre-specific-language. For the refactoring I'm planing of using a more common script language, probably Python. In fact, this one of the next tasks.
Lyberta {l Wrote}:I guess RPGs is the genre that is not very suitable for FOSS. Most RPGs are very linear and plot-oriented where the whole point is to mindlessly grind experience points until you able to defeat enemies and win the game. After the game is won, you uninstall it and move on.
Not all RPGs are linear. The former DNT isn't. Take a look at
its walkthrough and you'll see that.
Anyway, for me, the fact that maybe RPGs aren't very suitable at first, is because they need of a lot of art, and creative effort with good side-applications to create its areas/world. The lack of art is one of the reasons that stalled DNT long ago. The lack of suitable user friendly applications to mod it is another one, and probably the reason that 2D RPGs are more common on FLOSS world (they have good applications, for example, Tiled, and the
LPC-compatible assets are awesome for that).