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Author Topic: The best RPG engine  (Read 24758 times)
Morbus
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« on: March 21, 2009, 01:21:48 PM »

Not many people come here these days do they?

Well, I'd like some help here. If anyone can provide it.

I'd like to know of good engines that'd suite an RPG, either paid or free, free would be nicer, but paid is not out of the picture. Yet. Here's what I want (taken directly from my design doc):

Quote
The game engine should be preferentially three-dimensional. It should support advanced scripting for combat artificial intelligence, NPC behavior and general purpose scripts. With my small knowledge about the matter, I would say Infinity Engine and Gamebryo are both suitable engines, but many others should do the job.
The game itself is real time, so, optimally, there should be support for day-night cycles and, of course, for real time mechanics. However, the engine should also support active pause (a paused state where the player can still interact with the game world and issue orders for his character) and time compartmentalization (used during combat sequences, as explained bellow).
If the implementation of an advanced physics engine is possible, there should also be support for data interchange between physics and scripts, for situations like a character picking up debris from a broken wall and using it somewhere else.
Graphical eyecandy is optional, of course, but in case there can be any, it should be given top priority for shadow rendering technologies, as they are an effective atmospheric effect.

So, what do you think would do the job? Grin Maybe Infinity and Gamebryo are out of the question as they probably are too expensive, I don't know... But, with the right programming talent, everything would be possible in them.
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Wendigo Design, by Tiago Sá
MaximB
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« Reply #1 on: March 21, 2009, 02:23:10 PM »

Hello !

I can advice you about some FREE Engines ...
I've excluded the FPS 3D engines like ID's Tech Quake engines, although I believe they can be used for RPG's with heavy modification.

Anyways here's the list :
http://en.wikipedia.org/wiki/List_of_game_engines

Here's the Links :

Crystal Space : http://en.wikipedia.org/wiki/Crystal_Space

Ogre : http://en.wikipedia.org/wiki/OGRE_Engine

Irrlicht : http://en.wikipedia.org/wiki/Irrlicht_Engine

Jmonkey : http://en.wikipedia.org/wiki/JMonkeyEngine

Nebula : http://en.wikipedia.org/wiki/Nebula_Device

Panda : http://en.wikipedia.org/wiki/Panda3D

Blender Game Engine : http://en.wikipedia.org/wiki/Game_Blender


I recommend Crystal Space, Ogre or Irrlicht.




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Frosty
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« Reply #2 on: March 21, 2009, 03:10:48 PM »

There is allso GemRB http://linux.prinas.si/gemrb/doku.php
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bmfof
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« Reply #3 on: March 21, 2009, 03:27:04 PM »

I aways wanted to see a non-hack'n'slash game made from the Titan Quest engine.
It should support ragdoll physics, day/night cycles and seamless large zones, at least from what I could gathered by playing the game.

Problem is Iron Lore, the guys who made the game, are out of buisness for about an year now, so I have no idea what is going on with the engine.

http://www.ironlore.com/

From their last news post:
"Iron Lore also owns it’s powerful and flexible engine and tool set, and is actively pursuing licensing opportunities. If you are interested in further information about the technology and licensing options, please contact pchieffo “at” ironlore “dot” com."


When they say "licensing" they do probably mean they want to sell it for crazy bucks though
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Morbus
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« Reply #4 on: March 21, 2009, 03:58:10 PM »

Yeah, probably.

Thanks MaximB for the links. I'll check them out.

Frosty, when I said infinity I mean its latest versions, not the old ones Tongue If I go for 2D (which is a possibility) I'd go for tile based, most likely. But I want to really consider all 3D possibilities for now, unless some really awesome 2D engine comes up.

:EDIT:
Also, I'd like to know what Vince has to say. I think I remember him saying they'd have gone for a different engine for AoD if it was now, because of something or something...
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Wendigo Design, by Tiago Sá
CandyStick
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« Reply #5 on: March 21, 2009, 06:29:44 PM »

I have to say I am something of an Infinity Engine fan boy. I love the painted backgrounds and grat art of those games, and the rtwp combat system featured in the engine is my absolute favorite in any rpg. I think it's still very expensive though, and not that easy to work with, so I am not sure how good of an idea it would be for an Indy tittle. Maybe you can look in to Eschalon engine, or latest Spiderweb stuff as well.
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mkbonde
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« Reply #6 on: April 10, 2009, 11:04:26 AM »

Does anybody know a good python-based engine? Preferably one that supports dynamic shadows.

After some experimentation, NeoAxis seems like a really cool choice as well. It is based on ogre, but uses C# and has some really nice features. It is free until you decide to publish your game, at which point the 99$ indie license should be nothing compared to the time spend on your game. http://www.neoaxisgroup.com/
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Morbus
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« Reply #7 on: April 10, 2009, 04:30:31 PM »

Looks ok.

Does it feature an editing tool? How deep is it? Can we tweak gameplay and still use it and stuff?
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« Reply #8 on: April 10, 2009, 09:00:53 PM »

Quote
Does it feature an editing tool? How deep is it? Can we tweak gameplay and still use it and stuff?
It comes with a level (map) editor and a "resource editor". I have yet to find something that it cannot do.
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Oscar
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« Reply #9 on: April 10, 2009, 09:45:07 PM »

This is a graphics guy wet dream, especially for the ease of use for just one guy like me:

http://www.projectoffset.com/
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Morbus
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« Reply #10 on: April 11, 2009, 07:50:57 AM »

Yeah, they showed something back in 2004 IIRC. It's really something.

I'm not a graphics guy, and as much as I hate to admit it, I suck at drawing. Sad My biggest concern for an engine is really ease of usage and customization. If your stuck with something that you have to keep tweaking along the way for it to do what you want, then you're in hell, basically. My ideal development process (from my next to no experience in the field, mind you) is to have all the features of the game developed first, put them into a toolset, and then start with everything else. Level design, dialogs, items, whatever, everything should come after that, and all the tweaking you have to do to gameplay values and the like, it should be easy to do, at no cost of functionality (like, making weapons less powerful and then suddenly an entire city dies at game start, as it sometimes happens).

And this process has no downside, except for maybe the fact that you'll have to design the game through and through before the production stage starts (well boo hoo). And after that, if you need to add some additional functionality, either it's a simple feature and it's easily tweakable into a new (retrocompatible) toolset, or it's too complicated and will probably break the whole gameplay.

Simple example:

http://westykid.deviantart.com/art/nevermore-1-26567268

It's a simple game and this whole matter looses pertinence, but take the use of the mouse as example. Play the game, and see how the use of the mouse is implemented into gameplay: it's a complete alien!!! You'll end up stuck because you completely forget about it, but it's simply not needed, with the exceptions of a few situations. This is a clear sign of gamedesign incompetence from the author's part, of course, and a serious SERIOUS mistake. It's akin to that Fallout 1 perk that let you resist the master's mind damage. Why would you take a perk that's only needed for one situation, possibly even the final situation (where there's no need to save ammo and resources)?* You just don't (specially considering you can acquire an item that serves the same purpose IIRC). It's not the same thing, but it's something that feels like it's not really part of the game, and you don't have all gameplay made beforehand, if you don't have everything singing to one single tune, then I think you're in for some trouble. That's why I think a good customizable engine is really important for any game.

* I run into this issue all the time when I'm designing perks (my system is perk-heavy). Take last week for example, when I was making the perk trees for my action skills. I came up with an awesome realistic variable that could really be implemented if you had the guts to do it: a perk that'd let you stay still for days at a time without any penalty. This would be useful for snipers, as happens in real life, and there are some situations where it would be useful, but it's just not a common feature, and its use is not obvious until some NPC actually tells you where you could do it. So I scrapped that perk and made it dependable on a mix between constitution and willpower (how much penalty you have for each hour spent staying still, that is).
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Wendigo Design, by Tiago Sá
CandyStick
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« Reply #11 on: April 11, 2009, 06:55:14 PM »

http://linux.prinas.si/gemrb/doku.php  - This is an open source version of Infinity Engine. Which I think it would be a good way to go for some one looking to make good looking party based 2D games.
« Last Edit: April 11, 2009, 07:22:12 PM by CandyStick » Logged
Morbus
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« Reply #12 on: April 11, 2009, 07:15:50 PM »

Is it D&D only?
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Wendigo Design, by Tiago Sá
royen
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« Reply #13 on: April 12, 2009, 03:31:09 AM »

From http://linux.prinas.si/gemrb/doku.php?id=newgame:
Quote
# GemRB internals are currently tied to the PlayerCharacter structure, which makes us depend on AD&D rules to some degree. Greater separation would be better, like moving things (if possible) to a plugin.


Which to me sounds like you can do non-DnD with a bit of work. I could really see myself making an original IE-style game too, like BG but less story-driven, or like IWD but less hack and slash...! Grin
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Morgado
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« Reply #14 on: June 01, 2009, 04:17:56 PM »

This is a graphics guy wet dream, especially for the ease of use for just one guy like me:

http://www.projectoffset.com/


Is that engine license able? Couldn't find anything about it on the website.

Also, if you want to spend some more cash on a really nice engine, take a look at Unigine, they have some good pricing for indie devs

http://unigine.com/
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