Difference between revisions of "RPG"

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* [[RPG gui|GUIs]]
 
* [[RPG gui|GUIs]]
 
* [[RPG todo|todo]]
 
* [[RPG todo|todo]]
* [[RPG tutorial|Tutorial]]
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* [[RPG tutorial|Tutorial]] (note: out of date)
  
 
=Tutorials=
 
=Tutorials=

Revision as of 02:21, 13 July 2011

WARNING: The RPG is currently in a (pre-)alpha state and is subject to HUGE changes without prior notice
WARNING: secondly, most information here is based on the current development version as opposed to the previous release

How things work

The creator would define everything from scripts, particle effects, status effects, to character and item templates. Nearly everything in the game world can be assigned a script, which define actions to execute under certain conditions. It is not possible to remove any definitions

Cutscenes: See the Cutscene page for more information. Cutscenes consist of directives that execute over a certain amount of time with the option to spawn additional directives. The directives can be stored over many files, and unlike other definitions, does not require the file name to be a number and is neither saved or stored in memory unless executing.

HUDs: Only one hud can be active at a time and there are 2 special variables to help create resolution independent HUDs. Huds can be changed at any point of the game by executing an appropriate CFG file.

Scripts: See the scripting page for more info. Everything in the RPG can be assigned a script. The scripting implementation piggybacks on cubescript to provide a relatively simple and intuitive scripting implementation which depends heavily on named lookups (in stark contrast to the remainder of the engine). The modifications are fully type-safe and generally won't do more than print an error message on a type mismatch. (This is not means for ignoring it)

Maps: All map related information is stored in a hashtable. This information consists of objects, projectiles, blips, areaeffects and queued scripts. The queued scripts are executed when a map is loaded and would normally consist of teleportation and spawn directives.

Definitions: See the configuration page for more info. Everything in the world is defined via script. Additional definitions can be added at any time but existing definitions cannot be altered (unless it was the last defined definition). You can define scripts, mapscripts, particle effects, status effects, character and object templates, factions, item definitions, ammo groups and recipes, as well as variables and tips.

Savegames: Savegames store the state of the game. They do not store the definitions of entities, which allows them to be altered (read: patches) without requiring the player to start his game anew. Any existing creatures using incorrect properties will persists across session independent of any changes to the definitions. The savegame itself is a binary little endian format utilising zlib compression. In addition there is currently no backwards compatibility due to the early state of the RPG.

Other Pages

Tutorials