Hi, first post here.
In my past I've designed and attempted to make a few games in various languages, with various engines, but the only problem i seem to be encountering is a writer's block per-say.
I get to a certain point in the creation process where i cannot figure out what to do next, and when i think of something to do next, something else pops up that i feel i should implement first, and it begins a never-ending cycle of unsure-ity.
Of recent, i have started doing a serious development project. It is a single-man project (in vain of Minecraft), and I have most of my ideas planned and down on paper.
The game itself, is an Action-RPG/Craft-RPG, which may at one point become multiplayer (I want to get singleplayer down first, obviously).
The basis of it is kind of like Runescape's skill assortment, meets the gameplay of Dragon Age: Origins, combined with the essence of Monster Hunter. Essentially, one creates a character and enters an open end world where they are free to pursue quests or advance skills as they like.
Now dreams and idea's are all good and fair, but first i must work on the innards before I make the skin.
After my long rant, I come to my question. I have a few of the basics of my game done, including:
- Character Rendering
- Landscape Rendering
- Basic WASD Movement
- Third Person Chase Camera
- Jumping
- Basic Collision/Physics
Now here I run into my problem, What exactly do i do next?
I've pondered on doing a basic HUD, or perhaps working on a map.
If you, the reader, was making this game, what would you prioritize, and what would you feel needs implementing?
If anyone has any ideas of what features i should implement next, or otherwise at all, all contribution would be appreciated.
Thanks in advance y'all.
Game Feature Implementation
Started by koaandl, Feb 20 2011 06:24 PM
5 replies to this topic
#1
Posted 20 February 2011 - 06:24 PM
#2
Posted 20 February 2011 - 08:18 PM
Probably work on how ai character motion, selection, etc, is going to work. Your project sounds a little large for a one man game and I think that might be the main reason you don't get anywhere.
Currently using Blender and Unity.
#3
Posted 21 February 2011 - 12:38 AM
An actual editor will help, so you can start laying out the basics of a quest. When you make a map, and you want to add something that isn't implemented yet, you will know what tasks need to be worked on. :)
"Stupid bug! You go squish now!!" - Homer Simpson
#4
Posted 21 February 2011 - 06:37 AM
@fireside:
It is a little large, but i'm taking it bit by bit, and working out as much of it as possible so there is as little complication as possible. Also, the ai character motion seems like a good idea to work on, but what do you mean by selection? Do you mean like clicking and selecting NPCs/PCs or internal selecting like aggro?
@Kenneth:
The editor is an idea i've never thought of, i might have a try at that.
Thanks guys for your suggestions!
It is a little large, but i'm taking it bit by bit, and working out as much of it as possible so there is as little complication as possible. Also, the ai character motion seems like a good idea to work on, but what do you mean by selection? Do you mean like clicking and selecting NPCs/PCs or internal selecting like aggro?
@Kenneth:
The editor is an idea i've never thought of, i might have a try at that.
Thanks guys for your suggestions!
#5
Posted 21 February 2011 - 07:41 PM
Quote
Also, the ai character motion seems like a good idea to work on, but what do you mean by selection
I mean, the enemy needs to select the player by sight, distance, or whatever, and the player needs to be able to select an enemy out of a possible number of enemies. The range of attack has to be considered, short range or long range, obstacles, possible path finding, types of attack, etc. Battles in an rpg are the most important part of game play so they should be given the most thought. One of the best ways to start is to just have the enemy select the player at a certain distance and come towards them.
Currently using Blender and Unity.
#6
Posted 21 February 2011 - 10:23 PM
fireside said:
I mean, the enemy needs to select the player by sight, distance, or whatever, and the player needs to be able to select an enemy out of a possible number of enemies. The range of attack has to be considered, short range or long range, obstacles, possible path finding, types of attack, etc. Battles in an rpg are the most important part of game play so they should be given the most thought. One of the best ways to start is to just have the enemy select the player at a certain distance and come towards them.
You make a very good point, and thank you for the detailed explanation, i think that shall be one of the things i begin work on, along with a basic scene editor.
Thanks guys for your insight into this topic!
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