MegaGlest Forum

Off topic => Off topic => Topic started by: BrningApollo on 8 February 2010, 07:00:53

Title: Using the Glest engine to construst an Adventure game instead of an RTS
Post by: BrningApollo on 8 February 2010, 07:00:53
hello Glest Team,

I was looking for an engine to start messing around with and I came across your site. After playing the game Glest for a little while and understanding that the game can be modded, I was wondering if the engine could be used to make a adventure game much like Diablo. I was wondering if you could give me some feedback on this question.

Thank you for your time,
BrningApollo
Title: Re: Using the Glest engine to construst an Adventure game instead of an RTS
Post by: Little Helper on 25 February 2010, 02:28:30
Well glest was designed for RTS I think much of it's code is related to RTS and of course it has some RPG stuff.
Title: Re: Using the Glest engine to construst an Adventure game instead of an RTS
Post by: Hectate on 25 February 2010, 03:10:59
Do a forum search for Hero mods and you'll see that some have tried similar concepts. You won't be able to do dungeons too well, due to the map format and design. Storyline and NPCs would be similiarly hampered by the core assumptions made about how the game should operate (in the code itself).
Title: Re: Using the Glest engine to construst an Adventure game instead of an RTS
Post by: Omega on 25 February 2010, 16:24:11
If you're good with c++, you probably COULD do dungeons by ditching the cell map and using a g3d mesh for the entire map, but of course, you'd need decent programing skills, but I'll assume since you're looking for game engines, that you have such. However, something like OGRE, Irrlicht, CrystalSpaces, or Delta3D would be much better IMO, as well as easier and better documented. Have to do everything from scratch, but at least the 3D effects are nice. All generally have a handful of good samples.
Title: Re: Using the Glest engine to construst an Adventure game instead of an RTS
Post by: BrningApollo on 25 February 2010, 17:03:29
Thanks for the suggestions. I was thinking of a way that I could use Glest. Instead of being able to construct units, you would control one unit which would be your main character. This would allow me to use the RTS style gameplay for an adventure type scenario. I could probably implement a leveling system for stats of course. I will see what I can do and if I make any progress, I will be sure to post it on the forums.
Title: Re: Using the Glest engine to construst an Adventure game instead of an RTS
Post by: John.d.h on 25 February 2010, 19:55:58
I could probably implement a leveling system for stats of course.
There's already a somewhat-limited leveling system in place.  It just goes by number of kills and it increases various unit stats, but I don't think there's a way to gain new abilities by leveling.  You'd have to add that yourself if you want it.  GAE has more customizable leveling than regular Glest.
Title: Re: Using the Glest engine to construst an Adventure game instead of an RTS
Post by: ElimiNator on 25 February 2010, 21:27:02
You can set the levelling stats a fair amount see here,

Code: [Select]
     <levels>

        <level name="elite" kills="4">

          <static-modifiers>

              <max-hp value="400"/>

              <armor value="10"/>

              <attack-strength value="15"/>

          </static-modifiers>

          <multipliers>

               <max-hp value="1"/>

               <max-ep value="1"/>

               <sight value="1"/>

               <armor value="1"/>

           </multipliers>

        </level>
Title: Re: Using the Glest engine to construst an Adventure game instead of an RTS
Post by: John.d.h on 25 February 2010, 21:42:18
I don't think dungeon maps would be too hard to do with Glest.  You'd just have to make different tileset objects and make a lot of spaces unwalkable.  However, interactive objects like treasure chests, doors, or traps would require an addition to the engine.
Title: Re: Using the Glest engine to construst an Adventure game instead of an RTS
Post by: ElimiNator on 25 February 2010, 21:51:25
You could script traps to be spawned where you want in the map, they could be enemy units.