So in that case are you setting this up to be kind of like a mud? Turn based combats, fighting based on stats, maps... rpg... sounds a lot like that.
or is your goal to set this up like paladin of the sky?
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AudioGames.net Forum → Developers room → Full-Fledged Audio RPG: Seeking Help
So in that case are you setting this up to be kind of like a mud? Turn based combats, fighting based on stats, maps... rpg... sounds a lot like that.
or is your goal to set this up like paladin of the sky?
No, not a mud. More like Paladin, in that it's a game with a beginning, middle and end. But I want a better story (which won't be hard), slightly more interactive maps, a much stronger combat engine (again, shouldn't be hard), story choices in certain places, and actual equipment to wear rather than just a handful of timing spells per person and coins to buy stat upgrades.
Yeah, you could use python for that, especially if you aren't going to need heavy-duty audio.
I'd like at least some audio, good music especially, but no, I don't need epic attack/spell sounds. Eventually one day I'd love to have voice actors for the major characters, if nothing else, but that might be up the road a bit.
The sense of advanced being used here is "I can pitch bend, lowpass, bandpass, and ringmod all at the same time". Playing sounds is not really a problem. If you need more, I need early alpha testers for Libaudioverse at some point, but I haven't worked out how I dual license it to closed-source projects. This is one of the reasons I've not been shouting about it to the heavens, though there are others.
AudioGames.net Forum → Developers room → Full-Fledged Audio RPG: Seeking Help
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