RPG Mod for DC Quake
- Tyne
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RPG Mod for DC Quake
Tonight I burned DCQuake and it's great, especially with JoyMenu.
I've been working on a RPG for Quake 1 which is aimed to work on Dreamcast also. What I need right now is mappers! If anyone can map
and is willing to help let me know. :)
I've coded a lot, such as NPCs that talk, monsters, first and third person views and more. It'll be good! Not to mention this'll help Dreamcasts lack of RPGS :)
I've been working on a RPG for Quake 1 which is aimed to work on Dreamcast also. What I need right now is mappers! If anyone can map
and is willing to help let me know. :)
I've coded a lot, such as NPCs that talk, monsters, first and third person views and more. It'll be good! Not to mention this'll help Dreamcasts lack of RPGS :)
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quake remix
looking forward to hearing more about this!! i love video game remixes!!
if anyone knows of any other game remixs let me know via PM. word!
good luck man!!
if anyone knows of any other game remixs let me know via PM. word!
good luck man!!
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Heh... that has to suck...
Its hard to find reliable people willing to work on Quake anymore. If my mapping skills were better I'd think about trying my hand at a few maps... But I'm not all that skilled.
(4 months to complete 4 small maps and parts of two others isnt too good)
Good luck... hope you can find some good help.
One option... (not the best I'm sure) is to build in support for existing singleplayer maps and/or maps from mods you like.
Its hard to find reliable people willing to work on Quake anymore. If my mapping skills were better I'd think about trying my hand at a few maps... But I'm not all that skilled.
(4 months to complete 4 small maps and parts of two others isnt too good)
Good luck... hope you can find some good help.
One option... (not the best I'm sure) is to build in support for existing singleplayer maps and/or maps from mods you like.
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- QuakeDev Mod
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I think I remember talking to scampie a few times on #qc... He really should be able to help.
Ive been interested in an inventory/status type screen for a long time. (since back when I was working on a Silent Hill mod)
Could it be adapted to be used as a menu for other mods?
Ive been interested in an inventory/status type screen for a long time. (since back when I was working on a Silent Hill mod)
Could it be adapted to be used as a menu for other mods?
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This does sound interesting. The last time I remember a rpg type game using a "shooter" game engine was when Interplay used the Descent or Descent II engine for Descent to Underground Mountain back around '96. It would definitely be fascinating to see, and the idea of a Silent Hill type of Quake level would be neat to see.
- Tyne
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Yes, a bow with different types of arrows, and elemental arrows also.
I've added in a hit/miss ratio.
Basically a monster has a number set to it like say... 60. If your sword has a hit ratio of 30 it'll hit the monster 1/2 times, not a bad system eh?
It slows down the gameplay, which is good! (It's really fast...)
I've added in a hit/miss ratio.
Basically a monster has a number set to it like say... 60. If your sword has a hit ratio of 30 it'll hit the monster 1/2 times, not a bad system eh?
It slows down the gameplay, which is good! (It's really fast...)
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- QuakeDev Mod
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ouch... that system could get a bit heavy. Can be sure it will be slower.
But for an RPG you dont want things too fast. So that could be a good thing. Since that would be in the AI it wouldnt effect load times at all. (except the extra bytes in the progs.dat) It shouldn't get too slow. Probibly take a lot to get it unplayably slow. So not much to worry about.
The ratio thing is a good idea though... the way the Quake hit system is you can pretty much stand next to something and hit it. Expecially with malee attacks. A ratio would make it so you have to miss sometime. Giving values to the monsters is a good idea too. cause the bounding box doesnt really represent how easy a monster would be to hit.
Could certain weapons have a higher hit ratio on certain monsters? Like say the 'fire ax' has a 20% chance of hitting most things... but the goblins are extra seceptable and its got a 70% chance of hitting them.
But for an RPG you dont want things too fast. So that could be a good thing. Since that would be in the AI it wouldnt effect load times at all. (except the extra bytes in the progs.dat) It shouldn't get too slow. Probibly take a lot to get it unplayably slow. So not much to worry about.
The ratio thing is a good idea though... the way the Quake hit system is you can pretty much stand next to something and hit it. Expecially with malee attacks. A ratio would make it so you have to miss sometime. Giving values to the monsters is a good idea too. cause the bounding box doesnt really represent how easy a monster would be to hit.
Could certain weapons have a higher hit ratio on certain monsters? Like say the 'fire ax' has a 20% chance of hitting most things... but the goblins are extra seceptable and its got a 70% chance of hitting them.
Last edited by TheDumbAss on Sat Feb 09, 2002 7:33 am, edited 1 time in total.
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