mdwh {l Wrote}:I recently came across http://sourceforge.net/projects/scourge/ , which is a 3rd person 3D RPG.
https://bitbucket.org/uzudil/scourge2
mdwh {l Wrote}:I recently came across http://sourceforge.net/projects/scourge/ , which is a 3rd person 3D RPG.
cdxbow {l Wrote}:1. Easy to use for a mug like me - no C code, but robust scripting
2. Cross platform - minimum windows, mac and nix, tablets would be wonderful, and 'in browser' is another option
3. Lots of resources (example code, maps & model, manual & help, active forums, helpful people)
4. Tool chain that works with current models (current misfit/md5 can be converted to smd, iqm, max, milkshape etc)
5. Stable and reasonable performance
6. Game freely distributable
7. FOSS - Preferred but may have to be optional. Is there anything Fossy that could do this? This thread suggest not. In which case I would, sadly, have to look at a commercial engine, that allows a freely distributable games.
Suggestions & comments please.
Julius {l Wrote}:Worldforge (and Ember) is really more of an MMORPG engine, or? For that Ryzom Core is also good, but game mechanics of these really differ from "proper" RPGs.
themightyglider {l Wrote}:An answer to the original question why there are no FOSS RPGs could be that there are two ways of game design.
The first is you have some mechanics you want to have inside a game. You code this mechanics and put a story on top later. (Or your game needs no story at all)
The second way is you have a story you wanna tell and just make the mechanics you need to do so.
The most libre games are made the first way I guess.
A classical RPG uses the second way. I think this is also An importent reason for so less open RPGS out there.
I think once there is documentation for how to make a 100% original game in OpenMW that will overcome the problem with mechanics a bit. Then people can use it to tell their story (but they need the art still).
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