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Nream!

nack

Member

I am a newcomer in this forum, but this seem like a good forum to get some good feedback about my project. I been developing a 3d RPG maker for as long as I can remember, and its finally becoming close to reality.
Here is a quick shot of what is to come. This is an early shots that does not reflect the final product.
http://img.photobucket.com/albums/v604/ ... enshot.png[/IMG]

The progress is doing quite well. I am here to ask if anyone can help with a little problem of mine. How does the experience curve work? I tried using many complex formula, but theres got to be a easier way. I mean in RMXP, the curve is simply determined by the base value and an inflation? value. If there are any math experts out there, please feel free to comment. lol
 

nack

Member

"You know that use of the RTP without written consent of Enterbrain is illegal? Just heads up ;P"
oh, definately. Its just there for placements.....i rather spend time on coding before graphics =]

"you could do it so the designer could formulate their own experience curve on a chart like in RPGXP"
I am thinking of doing that, its just i dunno how the formula behind it would be. I am thinking something to do with sin, cos or tan....or i could be way off lol

"how hard would it be to code in stuff like shadows and normal mapping?"
Its not hard, but will implement after the core engine is complete.

nack
 
Howdy,

Best of luck with your project as for the formula you requested I am using the following one in my Engine for "natural" curves

y = (Math.Pow(x, rotation) * upper bound) + lower bound

Where x is between 0-1
Where rotation is between 0-1

Take Care,
Near
 
You know, I just had a thought that it'd be a great idea if your engine included real-time ambient lighting - like seen in the CryEngine 2, well that or shadow softening.
 

nack

Member

@djzalzer
Nream is split into multiple modules, this is the interface for the map module. Scripting is another story. May need a IDE for that (yes i took the texture from xp, its just temporaryyyy)
http://img.photobucket.com/albums/v604/ ... creen2.png[/IMG]

@Near Fantastica
wow seems like not the only one making a rpg development tool lol. Just checked ur gms.net, seems more superior than rpgmxp lol
oh your equation seems good, but its a bit confusing to me, would you mind explaining what some of the variables do? x to the power of rotation times upper bound plus lower bound, i tried to do that on excel...but have no clue what each variable does haha. it seems like the formula i need too....thx a bunch =]

@madmax_vii
For effects like in CryEngine, each model needs to have many layers of textures to blend into one model to achieve those effects. If the users dont mind making all those layers, i dont mind adding those in =]
 
Sweet, I wonder how'll be the the event creation. ^^

This is the method that defines the experience curve in RMXP, just in case you're still looking for it:
Code:
  def make_exp_list
    actor = $data_actors[@actor_id]
    @exp_list[1] = 0
    pow_i = 2.4 + actor.exp_inflation / 100.0
    for i in 2..100
      if i > actor.final_level
        @exp_list[i] = 0
      else
        n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
        @exp_list[i] = @exp_list[i-1] + Integer(n)
      end
    end
  end

Looking good, I'm waiting for a demo release. :D
SEE YA!!!!!
 

nack

Member

oh, thx for the equation and support =], dunno how u got that, but thx! LOL
i am using another algorithm now, but obviously rmxp one is better. do u, or anyone else, know if it is illegal to use rmxp equations in a commerical proj? i know using their RTP would be a big no no, but not sure about equations lol.

again, not familar with rmxp sytnax, what does double ** mean? actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)

is it to the power of pow_i or just multipling? using that eqation i still cant achieve the result that is shown in rpgmaker xp, is it something i done wrong or is it cus i dont understand the equations? LOL
 

nack

Member

physics/ragdoll most likely will not be implemented. 1st reason being ragdoll physics require user to specify each model points and set their weights, for someone who is inexperience, it is asking the impossible. 2nd reason is that, how many rpgs, at least jap style, have ragdoll? LOL
 
well, there was one game (which i forgot the name of) and you could also tear the people apart, and plus Squeenix are implementing the unreal engine 3, but anyway you could easily add parameters into the editor where you set weight (say, in lbs. or kg) and some weapons (warhammers, clubs, axes etc.) you could set forces on when it hits in weight as well, so then say if the protagonist has a really heavy warhammer or something, and has enough strength, he could swing it into another person, and if they're light enough they could be knocked flying and say if they go flying into glass or weak wood that could bring the dealt damage rating even higher.



I dunno, I just like innovation.

EDIT: For the landscapes, you could make the heightmaps of the terrain editable a-la-terragen

EDIT 2: Also, just thought of this one but you could put a battle system selector, so you can choose from a list of systems for each project (Tactics, RTAB, ABS, ADB etc.)
 

nack

Member

yes 3d is harder, but the end product would be so much nicer. 3d is time consuming in the beg, once it rigged, the animation possible for the model is limitless. Sprite require editing for every action. But its fine, sprite version will be release if ppl like that style.

you guys can also go to my forum for more information and history on this proj. I probaly update there more than here.

nack
 

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