Group RPG Game

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Re: Group RPG Game

Postby darthducky » Wed Feb 10, 2010 7:36 pm

You forgot stop-motion animation.
This and the other suggestions would be easier than drawing an entire animation sequence, unless you know a really good graphic artist. It'd be a lot harder than sprite editing since you'd need to draw an entire landscape rather than just a few smaller shapes.

We've got a lot of leeway in terms of sizes here. Would this game be played in fullscreen (4:3,5:4,16:10,16:9) or just a windowed game? And could backgrounds be tiled or would it be better for them to be single images? This would determine how difficult animations and spriting would have to be.
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Re: Group RPG Game

Postby Spartan97 » Wed Feb 10, 2010 7:42 pm

Lol stop-motion!

I don't know much about opengl, but my gut instinct says fullscreen and single images, but Dan and Tyler can probably answer this one better.
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Re: Group RPG Game

Postby TheEnigmaBlade » Wed Feb 10, 2010 7:56 pm

I still personally think game-driven cutscenes would look a lot better compared to drawn cutscenes.
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Re: Group RPG Game

Postby Spartan97 » Wed Feb 10, 2010 7:59 pm

I do too, but as I said, it's good to have all options open for discussion, because someone might point out something you originally didn't realize.
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Re: Group RPG Game

Postby TheEnigmaBlade » Wed Feb 10, 2010 9:46 pm

To reply to Joe...
Would this game be played in fullscreen (4:3,5:4,16:10,16:9) or just a windowed game?

I think the game should be the more standard 4:3 ratio and give the user the option between windowed or fullscreen.
And could backgrounds be tiled or would it be better for them to be single images? This would determine how difficult animations and spriting would have to be.

I would personally like to have the traditional tiled terrain. Ex:
Image
Except having the terrain more high-res.
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Re: Group RPG Game

Postby ComputerDruid » Wed Feb 10, 2010 11:54 pm

No we won't tie ourselves to a specific aspect ratio if we can avoid it. Widescreen (16:9 16:10) Fullscreen (4:3) or anything in between. Windowed mode or fullscreen. It's easy to support all this through options. Also, when we go fullscreen, we should NEVER EVER CHANGE THE VIDEO RESOLUTION. Every game does this and it's always wrong. Flickery switching and it makes alt tab painful. Besides, the native resolution is best anyway.
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Re: Group RPG Game

Postby darthducky » Tue Feb 16, 2010 10:18 pm

I just allowed a couple of you to update the Google doc with the storyline. I changed it to a more dialogue-heavy format, although we could always cut it short if necessary. Hopefully it's a bit more clear. I ran out of ideas before getting to the time travel part though. Have fun with it. I suggested mostly comments so we can discuss any major changes before we start making them.
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Re: Group RPG Game

Postby ComputerDruid » Tue Feb 16, 2010 10:46 pm

Dialogue-heavy? I think this means it's time for some voice acting!

Not really, it's really time for me to stop being lazy and actually get the engine to the point where it's actually usable for development. As of now it's more like a mini-tech-demo (of ancient tech) than it is an rpg.
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Re: Group RPG Game

Postby darthducky » Tue Feb 23, 2010 11:17 pm

Repeat link. If you want to edit/suggest/comment on stuff please pick another color than blue (because it's mine) - you can just write on the doc. Let me know if you can't edit it. I'm just adding general storyline stuff at this point, but feel free to go more in-depth and specific if you so desire.

https://docs.google.com/Doc?docid=0AcuMOdFbXOgEZGhiZzdyNzRfMWc5MzN4aGd0&hl=en
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