Resolution RPG: Looking for VB.NET Programmers

ThePentiumGuy

Senior Contributor
Joined
May 21, 2003
Messages
1,113
Location
Boston, Massachusetts
Hi,

Note to moderators and administrators:
I was just wondering if I could 'recruit' people for my game (if that's ok with you admins/moderators, if you feel that this is a form of advertisement - feel free to delete this post).
The RPG will be programmed with Direct3D 9 and Visual Basic.NET. It is 3rd person and will be most likely Kingdom-Hearts style (great game, if you can get over the disney characters
eek.gif
. It is set in the fantasy world.

I have a couple people who joined this project(graphics designers) - but i'm looking for programmers right now.

The main purpose of this project is to gain some learning experience in gamedev, and create a good, solid finished(
smile.gif
)game.

There is, however, one thing to bear in mind. It might sound weird, but I want to work with people who have just about the same D3D experience as me (beginner/intermediate experience) - this is beucase it will be easier to work with them. As of now, i have a basic rendering engine done. What I need to work on is animating meshes (i'm having trouble with this) and collision detection. If there are any experts willing to work on this team - please be willing to explain your code to others, becuase this project is for learning experience. Programmers should be familiar with basic transformations and meshes.

(The project is called Resolution RPG.. I'm thinking of changing the title
smile.gif
)

Please see the link on my signature to sign up.
Thanks for your cooperation,

-The Pentium Guy

edit: err.. mods? could you please change the title of the thread (whats actually displayed when you're browsing through the Random Thoughts section) to the title that i have right now (Resolution RPG: Looking for VB.NET Programmers). Just looks more catchy, thanks :)
 
Last edited:
Battle System Revealed!

I spoke with the concept designer, he convinced me otherwise for the battle system. Rather than using a Kingdom Hearts battle system, he convinced me to use a "Quest64"-style battle system.

The battle system will be more like this:

The basic idea of the battle system comes from Quest64. It's like a traditional RPG where you travel, and the game pauses and you fight a battle. You take turns like a traditional RPG but this game is range/orientation based. When it's your turn to fight you get to move around a small circle (your 'range'). You don't want to move too close to an enemy because he can easily attack you. When it's your turn, you choose your position in the circle carefully, face the enemy (it's not like a traditional RPG where you just attack, you have to get your direction set) and attack.

Some attacks include ‘Avalanche’, a wide-range attack, where you can just face towards a GROUP of enemies and it'll hit them all. Certain attacks have a very far range, these attacks include (for example) lightning, where the thunderbolt hits the enemy from the sky; so when you 'choose' this attack (“lightning”) from the menu, you don't really have to worry about your orientation, you can be far away from the enemy and a cursor will pop up showing where you want to attack. Some attacks are directional attacks, where all you have to do is face the enemy and (for example) throw a firebolt at the enemy; of course, each directional attack has its range, it can’t go infinitely far.
This sounds like a hybrid between Action and RPG,this is something I also had in mind but I was never able to envision it properly until I spoke with the concept designer. I never really liked traditional RPGs like FFX where each battle was the same as before, except the enemies are different ß this is why I opted to do a hybrid RPG rather than a traditional one.

Programmers still wanted :)
 
Back
Top