Julius {l Wrote}:Yeah, nothing too much right now. But someone is trying to revive Lips of Suna right now, maybe you want to give that project a hand?
rogerdv {l Wrote}:Julius {l Wrote}:Yeah, nothing too much right now. But someone is trying to revive Lips of Suna right now, maybe you want to give that project a hand?
I have some experience with Ogre, but the site is unreachable from my office network. Seems the dns name cant be resolved.
charlie {l Wrote}:Nice work farrer. You should update the Project Showcase thread! Would love to see a video too.
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?
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.
farrer {l Wrote}: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.
eugeneloza {l Wrote}:Me too trying to 3D However, still struggling to launch pre-alpha.
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.
farrer {l Wrote}:DNT isn't dead either.
I've almost fully ported the engine to Ogre3d 2.1(instead the old OpenGL buggy renderer) and refactored/rewrote a lot of the code[1] (still need to touch some parts. BTW, the gui library refectory gave birth to a stand alone library, with both OpenGL and Ogre3d - 1.x and 2.1 - back ends[2]).
The idea is that DNT should be easily modable to be used to create other RPGs. Anyway, it depends a lot on my free time, so don't expect it to happen soon (the old game isn't playable yet on the new engine).
Julius {l Wrote}:Python is probably not a bad choice (...) Lua is or used to be a very popular and performant choice, and more programmer centric projects seem to really like Angelscript. However recently there seems to be a strong move towards C#/Mono (...)
charlie {l Wrote}:The best choice is one that gets the job done which is influenced by many things, including familiarity.
rogerdv {l Wrote}:Ok, thats some project where Im definitely interested in contribute. Ill keep an eye on the repo and will see if I can make Ogre work again.
Julius {l Wrote}:Just share it on a open repository as is...
Lyberta {l Wrote}:Nope, there are tons of games that can be played for a very long time. Xonotic, Hedgewars, 0AD. They are suitable for FOSS development because they don't have story and are based on pure gameplay.
Lyberta {l Wrote}:GunChleoc {l Wrote}:Battle for Wesnoth is a mix between campaigns and multiplayer. So, when you have played the campaigns, you can still play multiplayer maps. And of course there are tons of mods to keep you interested...
Yep, definitely. But if we go back to the original genre I dunno how to make balanced multiplayer RPG. Start from level 1 at the start of each match?
Lyberta {l Wrote}:GunChleoc {l Wrote}:Battle for Wesnoth is a mix between campaigns and multiplayer. So, when you have played the campaigns, you can still play multiplayer maps. And of course there are tons of mods to keep you interested...
Yep, definitely. But if we go back to the original genre I dunno how to make balanced multiplayer RPG. Start from level 1 at the start of each match?
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