Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Manny Najera Newsgroups: scea.yaroze.freetalk Subject: Re: games Date: Wed, 14 Jan 1998 18:57:34 -0600 Organization: SCEA News Server Lines: 36 Message-ID: <34BD5EFD.CDD10F75@ix.netcom.com> References: <69cuqm$4382@scea> <34BC3ED3.7BFAC695@ix.netcom.com> <69hvf7$4v11@scea> NNTP-Posting-Host: dgr-il1-25.ix.netcom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.01 [en] (Win95; I) X-Priority: 3 (Normal) Michael Hough wrote: > FWIW, the yaroze makes 3D fairly easy. > > Do you have any more details about your game? I'm particularly > curious > about the story; I think there's a lot of room for experimenting with > neat > things there. FF3 (6?) was really good about that, though it was > overall > fairly linear and the combat was a bit easy; they loved their special > atacks > a bit much (not to mention ultima). I've got no problem making a bunch of 3D objects dance on the screen. It's just that there's too much for one person to do. I haven't the tools or the patience for 3D. I know how to do it... I just don't have the tools or the time. I know it sounds pretty silly when someone says that they are going to make an RPG. There are dozens of rag-tag groups of Qbasic-using laser-tag teens out there working on games with silly titles like "Legend of the Dark Moon of the Summer Sun" and "The Lunar Eclipse of the Fifth Kingdom". I'll just see what I can do with a few months work. Start with a decent tile engine, then a "people" engine, then work on the battle system. The biggest challenge is creating versitile code to handle everything, lest the whole game become nothing more than spaghetti. I would like to create a scripting language similar to what the Bard's Tale Construction Set used. As far as the story goes... I don't have a clue. My one goal, however, is to have a really cool version of Grand Train. Manny Najera