FrancoTAU
Cipher
What happened with the Ultima remakes? I thought they kept asking for permission from EA and got no responses. So, they just went ahead and did it anyways and EA still doesn't care. Am i wrong with that story?
FrancoTAU said:What happened with the Ultima remakes? I thought they kept asking for permission from EA and got no responses. So, they just went ahead and did it anyways and EA still doesn't care. Am i wrong with that story?
FrancoTAU said:What happened with the Ultima remakes? I thought they kept asking for permission from EA and got no responses. So, they just went ahead and did it anyways and EA still doesn't care. Am i wrong with that story?
LCJr. said:My question is will it actually be usable by the average schmuck? In theory it's an excellent idea but I've seen way too many development tools that are too complex to used by most people.
Sarvis said:LCJr. said:My question is will it actually be usable by the average schmuck? In theory it's an excellent idea but I've seen way too many development tools that are too complex to used by most people.
That's why they are <i>development tools</i> instead of, say, crayons.
Gwendo said:LUA is a programming language, isn't it?
Fallout Zero is the first and only announced FIFE project ATM.Gwendo said:Btw, so many positive comments about the engine... But how many will use it? It would be a shame if all the hard work would fall into oblivion due to noone using it. It seems there's fallout zero in production, what else?
Saint_Proverbius said:FrancoTAU said:What happened with the Ultima remakes? I thought they kept asking for permission from EA and got no responses. So, they just went ahead and did it anyways and EA still doesn't care. Am i wrong with that story?
Ultima 4 is the only one they officially allow to be remade from scratch, IIRC. It's okay to make engines that work alike so long as they require the original content.
bryce777 said:Sarvis said:LCJr. said:My question is will it actually be usable by the average schmuck? In theory it's an excellent idea but I've seen way too many development tools that are too complex to used by most people.
That's why they are <i>development tools</i> instead of, say, crayons.
Well, the mod tools I am making are designed for the average schmuck, in case I actually ever release them
As I'm new here: do you work on an engine yourself? Sounds like you're working on a RPG creation system or did I get something completely wrong?bryce777 said:Yeah, I plan to do things much more extensive than that and have already done a fair bit of it.
Basically, complete control over the rule system (mostly done), such as how items work, how leveling or skill increase works, etc.
Hmm that sounds great but I'm still not really convinced if this will work out. I'm with Sarvis in this case: you could make a simple quest generator but these kind of quests will be always quite boring. You'll need a serious scripting language like LUA or Squirrel to give the modders the power to create some really good quests.bryce777 said:In addition, I want to make tools to create quests that don't require any sort of scripting language.
Will a use-based skill system be possible? Will it be possible to make it context sensitive to any game world situation?bryce777 said:Basically, complete control over the rule system (mostly done), such as how items work, how leveling or skill increase works, etc.
Why? If you don't want the bother of creating a language, or incorporating an existing one, that's fair enough. I don't think it's the best way to do things though.In addition, I want to make tools to create quests that don't require any sort of scripting language.
mvBarracuda said:As I'm new here: do you work on an engine yourself? Sounds like you're working on a RPG creation system or did I get something completely wrong?bryce777 said:Yeah, I plan to do things much more extensive than that and have already done a fair bit of it.
Basically, complete control over the rule system (mostly done), such as how items work, how leveling or skill increase works, etc.
Hmm that sounds great but I'm still not really convinced if this will work out. I'm with Sarvis in this case: you could make a simple quest generator but these kind of quests will be always quite boring. You'll need a serious scripting language like LUA or Squirrel to give the modders the power to create some really good quests.bryce777 said:In addition, I want to make tools to create quests that don't require any sort of scripting language.
But feel free to prove me wrong. I just haven't seen a simple RPG creation tool that doesn't sacrifice the flexibility for this easiness.
"Will a use-based skill system be possible?" Absoultely. Fallout is one of the template rulesets I am starting with.galsiah said:Will a use-based skill system be possible? Will it be possible to make it context sensitive to any game world situation?bryce777 said:Basically, complete control over the rule system (mostly done), such as how items work, how leveling or skill increase works, etc.
Why? If you don't want the bother of creating a language, or incorporating an existing one, that's fair enough. I don't think it's the best way to do things though.In addition, I want to make tools to create quests that don't require any sort of scripting language.
A scripting language can make things much more versatile. If you have a scripting language, but allow people not to use it to create quests, you encourage people to stick to stuff that's possible without the language (which probably won't be too interesting). If you force people to use the language for simple stuff, they'll quickly see that it's actually not too complicated, and might use it to get more ambitious.
If you make it significantly easier to make formulaic, uninspired quests, then you'll get a lot of them.
Perhaps you can make tools which are as versatile as a scripting language (though I have my doubts), but that would probably end up being more work for you, and less user friendly.
Here's hoping you're very closed minded, or that's a recipe for disaster. If you're taking that attitude, you need a very precise, realistically restrictive definition of "the problem".bryce777 said:Whenever I attempt a project, being the primadonna I am, I strive to make it the Ultimate whatever it is I am doing, that takes all cases into account and solved the problem completely so it will not need to ever be revisited by the client.
It seems like you're adopting a totally object oriented framework, rather than a functional (i.e. scripted) one. I don't think that's a great idea. On some level, going to a functional view will always be simpler.Basically, you will create the NPCs first, then any items used, then assign quest dialog for any of the NPCs involved, which is context dependent on what has been said to other PCs and items held or information known, and possibly player stats and skills, if the quest is designed this way.
if (condition1 && condition2)
//do something
endif
It sounds like a good ideal solution, but I think it'll take a lot longer to get things working to your satisfaction without using scripting.So, does that sound good? Does it even make any sense?
Sarvis said:Well, I'm not entirely sold on the concept that OO is inherently more complex to learn... honestly in some ways I think it makes more sense. If you have an Airplane object, it's fairly natural to expect to have methods like RetractLandingGear, and TakeOff.
Anyway, the problem is that the larger you make your objects/events the less flexible they are. The smaller you make them, the more complexity there is for actually getting anything done.
So, for instance, it's relatively simple to have an Airplane object and give that to a user to use. But then all the user can ever use is an Airplane. You could make the objects smaller, and have PassengerCompartment, LandingGear, Wings, Engines and Cockpit... then suddenly you have a bit more flexibility (perhaps use Wings, Engines and Cockpit to make a small plane, but Wings, Engines, Cockpit and PassengerCompartment for a larger aircraft.)
You can see though, that just to get the flexibility for two different types of planes you increased the complexity by a factor of 5!
Now, while just about anyone could handle the complexity necessary to set an Airplane.Fly event to a button press event, a lot of people might not be able to understand putting all those smaller objects together to create an airplane object that can fly.
bryce777 said:Sarvis said:Well, I'm not entirely sold on the concept that OO is inherently more complex to learn... honestly in some ways I think it makes more sense. If you have an Airplane object, it's fairly natural to expect to have methods like RetractLandingGear, and TakeOff.
Anyway, the problem is that the larger you make your objects/events the less flexible they are. The smaller you make them, the more complexity there is for actually getting anything done.
So, for instance, it's relatively simple to have an Airplane object and give that to a user to use. But then all the user can ever use is an Airplane. You could make the objects smaller, and have PassengerCompartment, LandingGear, Wings, Engines and Cockpit... then suddenly you have a bit more flexibility (perhaps use Wings, Engines and Cockpit to make a small plane, but Wings, Engines, Cockpit and PassengerCompartment for a larger aircraft.)
You can see though, that just to get the flexibility for two different types of planes you increased the complexity by a factor of 5!
Now, while just about anyone could handle the complexity necessary to set an Airplane.Fly event to a button press event, a lot of people might not be able to understand putting all those smaller objects together to create an airplane object that can fly.
Well, that is why I will have some templates to start with that have some basic rule systems. GUI will be contextual based off of the rule system: ie if you ahve DnD you choose an NPC's strength, intelligence etc. with sensible defaults for most things - so you don't have to choose the strength for every inkeeper and serving wench in the world.
For events, you will need to create them at a fairly low level, but I don't think it will be difficult except when you have things that are complicated, and in those cases I don't think it will be any worse than trying to script it.
Sure - the concept is simple to learn. It's implementation of a complex system using that concept that's hard.Sarvis said:Well, I'm not entirely sold on the concept that OO is inherently more complex to learn... honestly in some ways I think it makes more sense. If you have an Airplane object, it's fairly natural to expect to have methods like RetractLandingGear, and TakeOff.
I agree that it's a different perspective, but I don't think that simple scripting is beyond anyone with the capability of putting together a good design. I don't think your average joe has much trouble knowing what this means:It's also work simple to you and me, but not simple to the average joe who is a gaming enthusiast but has never cracked open a programming book let alone done it for a living.
Agreed - scripting dialogue is not the best way to go about it. With dialogue there's a lot you can assume, which allows you to reduce the complexity, and prevent errors. It's probably a good candidate to handle outside a scripting language - though you'd clearly need comunication between a dialogue system and any scripting language.Scripting big stuff is very time consuming, and making context sensitive dialog is not only a real pain in the ass but very, very buggy.
Oh sure - I'm certainly not suggesting that everything needs to be done through scripting. I just think that at some point it's the best way to go.Doing it by hand would be very difficult with a complex ruleset. Also, you are coming from the perspective of a coder, not a layperson who wants to do some modding.
No coding, perhaps, but if you're arranging a versatile range of objects and defining connections between them and responses to events, you are programming - even if you don't think of it that way. The skills needed to organize a system of objects and relationships to form a working system are the same - whether you're clicking a button, or declaring a class.I am not 100% sure what you mean, but the idea is to present things in such a way that no programming or really even logic is needed.
Sarvis said:bryce777 said:Sarvis said:Well, I'm not entirely sold on the concept that OO is inherently more complex to learn... honestly in some ways I think it makes more sense. If you have an Airplane object, it's fairly natural to expect to have methods like RetractLandingGear, and TakeOff.
Anyway, the problem is that the larger you make your objects/events the less flexible they are. The smaller you make them, the more complexity there is for actually getting anything done.
So, for instance, it's relatively simple to have an Airplane object and give that to a user to use. But then all the user can ever use is an Airplane. You could make the objects smaller, and have PassengerCompartment, LandingGear, Wings, Engines and Cockpit... then suddenly you have a bit more flexibility (perhaps use Wings, Engines and Cockpit to make a small plane, but Wings, Engines, Cockpit and PassengerCompartment for a larger aircraft.)
You can see though, that just to get the flexibility for two different types of planes you increased the complexity by a factor of 5!
Now, while just about anyone could handle the complexity necessary to set an Airplane.Fly event to a button press event, a lot of people might not be able to understand putting all those smaller objects together to create an airplane object that can fly.
Well, that is why I will have some templates to start with that have some basic rule systems. GUI will be contextual based off of the rule system: ie if you ahve DnD you choose an NPC's strength, intelligence etc. with sensible defaults for most things - so you don't have to choose the strength for every inkeeper and serving wench in the world.
For events, you will need to create them at a fairly low level, but I don't think it will be difficult except when you have things that are complicated, and in those cases I don't think it will be any worse than trying to script it.
Well, that's basically exactly what the NWN toolset is like, and a lot of people complained it was too complex to do anything interesting with.