Mail Archives: djgpp/1997/07/09/17:10:54
"Alex Kain" <syntaxlogic AT earthlink DOT net> writes:
> I read somewhere that some console RPG's engines are programmed as one
> executable without the use of scripts. How are CRPG's engines
> programmed? I'd like to know whether using a script the determine
> events or just hot wiring it into the excutable would be better.
Here's my pitch for event-driven: I can't think of all the ideas I
want to implement in the game while I'm coding. So an event-driven
engine allows flexability up to the minute before you go gold with it.
Beyond that, I just like the whole concept of a CRPG system instead of
a one time game. And of course an Adventure Maker is always a nice touch
to give your game extra playability.
As for how it's done, that's a little longer discussion. The basic
idea is to attach programs to Objects. In fact, from an OO standpoint,
the programs ARE Objects --- a series of Objects which make up a
program. In effect, you declare events to be triggered by certain
actions. Say, just before a Character's turn. Then there might be a
default event. In the case mentioned, it might do nothing. But once a
spell is cast on the character (a program is "attached" to the
character), he might gain 2 hitpoints. That lasts for say 10 turns. Then
the program is destroyed. That's the basic idea.
If you want to toy around with a complete engine, I offer two possible
directions: First, check out MOOs (Object Oriented Multi-User Dungeons)
and for that, look up LAMDA MOO in Yahoo. Second, look at an engine
called DCGames. I have a link to it on my web page below. If you just
read the documentation, I think you'll get the swing of things.
If you have specific questions, send me some E-Mail. I'd be glad to
discuss issues.
Excelsior!
Adam
--
Check on the In Development CRPG: Bronze Dragon: The Land Beyond
http:///www.iquest.net/~adamw
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