Rockbox Development > Feature Ideas

Menu based text RPG

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torne:
If you are seriously considering designing a generic RPG engine which can be used by other people to make different games, then this is quite an epic task, and I would strongly suggest you either *don't* start by doing it on Rockbox, or you find an existing engine which is suitable and port that (many such engines *exist*, but how suitable they are for the limited screen size and input options will vary).

I don't want to discourage you from learning, but actually coming up with that kind of thing is not something I'd suggest anyone undertakes as a first programming project. If you are asking questions like how to make the game engine read scripts, then you are probably not qualified to be designing it, to be brutally honest :)

In terms of "time until something fun is created", I'd probably suggest that you be less ambitious to start with: produce a game at all, and then think about how to separate the engine for reuse later.

Darkknight512:
Maybe I should take on the task of just building the combat system. Just have partialy randomly generated monsters and maybe character creation at the beggining. Every level you would be able to go to the item shop/weapon shop and add stat points.

I guess it would be almost 100% linear, but I guess that should be fine.

I remember using .ini files to save data in C++ before, what would be the alternative in RB?

A mini story line would still be possible.

I think that would be an easier task yet would still be a fun game, do you think that is feasible?

saratoga:

--- Quote from: Darkknight512 on March 18, 2010, 06:00:33 PM ---I remember using .ini files to save data in C++ before, what would be the alternative in RB?

--- End quote ---

INI are just text files.  You can read text in rockbox using fopen.

Darkknight512:
Ok, so pretty much everything you can do in standard C should work in Rockbox but stuff like maloc?

torne:
*Most* standard C things work, but we lack a random assortment of functions from the C library simply because nobody has needed them and thus they haven't been implemented. You can have a working malloc() in a plugin if you want, several plugins already have this - it's only the Rockbox core which (currently) doesn't do dynamic allocation. It's generally best to avoid it if you don't really need it, though.

Your idea sounds good; it doesn't have to be super awesome the first time around, if you produce *something* that works and is playable, even if it has limited scope for story/etc, then people are much more likely to contribute ideas, content or code to help make a better version.

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