I’m currently working on the basic game engine for Kung Fu Legends. I’m the only person working on the game and I’ve never successfully made a whole game engine, so progress is slow. To my delight I have one of the main subsystems up and ready – the graphics subsystem, powered by the Ogre3d library. I can change the background colour and display text on the window, which is pretty basic but it means it’s working. I’m also doing a lot of work of figuring out the software flow for the game engine (separate from the game world simulation) and I thought I’d talk about some of the ideas I’ve had there.
One way I want to make Kung Fu Legends a bit different is by making it all about the long-term strategy. In stories everywhere, the protagonist has a goal that they strive singularly towards. All the story between the introduction and climax is towards this goal. In fantasy stories, this is typically the arc of character development, where the protagonist and their allies build up their strength and alliance to defeat the antagonist. In fantasy RPGs, this is typically simplified to a bunch of possibly related encounters that allow you to build up your statistics so that the accounting on the final fight looks epic. There’ll be key milestones of acquiring some artifact of power and maybe roughing up the bad guy’s henchmen for intel, but everything else roughly equates to dicking about to increase stats. Continue reading “The Long Con”
Some RSS readers/validators were complaining of timeout errors when they tried to get my RSS feed. Turns out the LaTeX plugin wasn’t caching its images so it took too long to create the RSS feed containing a jillion small LaTeX formulas. Hopefully this has fixed the issue.
Items are easily liquidated in most RPGs, especially MMORPGs. The main reasons for this are utility, efficiency and flexibility. It allows you to sidestep the minutia of item-for-item bartering, and incrementally build up a fortune. But as with most game mechanics, this is firmly anchored to the one true indicator of progress: the character’s level. Continue reading “A different approach to items”
Rock Paper Shotgun have a nice article on traditional RPGs vs computer RPGs. If I can get my narrativist RPG Kung Fu Legends up and running, I’d be interesting to see how it went on this debate (old and silly as it is).
Maybe you’ll get a purity scale for RPGs, with old school first edition D&D players way way over on the far right.
As Yahtzee pointed out in his review of Dragon Age: Origins, we’re in a weird situation if there exists (without irony) the concept of a “generic fantasy game”. Even moreso when that phrase is basically equivalent to “action- and statistics-oriented role-playing game”. Seems like it’s time for people to try something a bit different, and that’s the point of my project Kung Fu Legends. Continue reading “Kung Fu Legends”
Welcome to the beginning of my new blog. I’ve had blogs in various forms before, but typically ones used amongst my social group. I’ve had the difficulty of picking my audience – in between the mundane mentions of my life, I wanted to talk about ideas I had, investigate something technical or explain how I thought about something. This blog is focussed entirely on this latter sort of articles. Hopefully I can say something neat about writing, mathematics, computer science, artificial intelligence or any of my other interests.
My webpage will contain more solid explanations of my projects, while this blog will be a little bit more dynamic.