eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 28 Sep 2015 01:01 PM |
No this doesn't go in GD I'm your queen you can't tell me what to do.
So, I am going to make a something and something, and I'm now just shamelessly self-advertising. This does really belong on GD, but I figured that when Scripters see Open-Source and Framework in the same sentence all kinds of intrigue is born. |
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| 28 Sep 2015 01:04 PM |
Link plox?
There's an API for that |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 28 Sep 2015 01:09 PM |
I'll fetch you one when I get home. I only started it today, but hopefully with a little open-source "I want this to work like this and integrate like this" magic it can work quite well. If there is no open-source contribution magic, I'll still keep control of the development and hopefully do it better than Valkyrie.
Side note: I need people to test the Overlay for Valkyrie so that I can actually start looking at the user-level stuff. I don't do my own testing because I never Windows anymore. |
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Egzekiel
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| Joined: 10 Jan 2011 |
| Total Posts: 1079 |
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| 28 Sep 2015 01:14 PM |
This would be really interesting... But it's been only a year since i started scripting, i don't think i have the level to work with you. |
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| 28 Sep 2015 01:34 PM |
| What I'd really like to see is a nice framework for mobs. Things such as better targeting logic (choosing target based on damage, speed, not only distance, things like that) as well as optimized pathfinding (node based?) and better idle behaviour other than just standing still. These things would be a huge improvement for most RPGs. |
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yobo89
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| Joined: 05 Jun 2010 |
| Total Posts: 2341 |
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| 28 Sep 2015 01:42 PM |
I script in c# so i assume module scripts is the closest thing to class hierarchy in Lua. As in when in Java/C# you "inherit" class and therefore can create instances and get/set constructors etc.
Are you going to do like this and have a module script which contains the mob information;
int hp int speed string name
etc
and then call that mobClass
and then create scripts in each individual mob and require the module? |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 28 Sep 2015 01:59 PM |
I am a C# scripter so I'll tell you how I do it
I have my base replicable classes - Vitals, Stats, Inventory, Skills, Status, those kinds of things. And then I have my Interfaces. Think of it as a single ModuleScript that links all of the subclasses, with polymorphism, into a single Instance that tells the game "This is how this class behaves"; it sits in the hierarchy, and is require()'d to expose all of the internals to the script.
It is a duck design. If it looks like a duck, it's a duck. Scripts don't care what goes on behind the scenes; if something looks like it can behave how it wants, it can be invoked regardless of the outcome. This allows for things to be extended easily - Mobs aren't the only things that can have an Inventory (Also applicable for storage), and anything breakable can have its own Vitals class, without making a special one for the breakable.
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 28 Sep 2015 02:00 PM |
| I'd like to implement universe world-based support for large open worlds, and a hivemind-type AI for mobs, where as many resources and details are shared between various mobs for both efficiency and extensibility. |
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| 28 Sep 2015 02:05 PM |
| I like the idea. This is for roblox, right? If it is, I will use it. |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 28 Sep 2015 02:06 PM |
| For Roblox. Honestly, I cba to do much else. |
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rayk999
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| Joined: 18 Feb 2011 |
| Total Posts: 4705 |
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| 28 Sep 2015 02:07 PM |
I still use one huge server script, one huge local script
problem????
Red Blossoms |
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| 28 Sep 2015 02:07 PM |
| @rayk WHat about one huge module script :P |
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morash
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| Joined: 22 May 2010 |
| Total Posts: 5834 |
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| 28 Sep 2015 02:08 PM |
I'm an anarchist...
Wrong forum. |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 28 Sep 2015 02:16 PM |
github.com/eLunate/RBXGamework-NotRoleplaying
Feel free to look in awe at the complete lack of everything, from structure to content. Also feel free to start forking and making pull requests on anything you really don't like, submitting 'issues' that probably are just wishlist things, and generally helping or being a nuisance. |
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rayk999
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| Joined: 18 Feb 2011 |
| Total Posts: 4705 |
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| 28 Sep 2015 02:17 PM |
report for offsite link
Red Blossoms |
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| 28 Sep 2015 02:18 PM |
report for offsite link[2]
#code return |
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litalela
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| Joined: 30 Mar 2010 |
| Total Posts: 6267 |
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| 28 Sep 2015 02:20 PM |
tbh i feel that for a game to be good, it shouldn't be able to be made using a framework like the one you're talking about, because those would lock it in and it wouldn't be able to have any unique features which set it apart
also lol custom coding everything in a game yourself is the way to go
➳Lɪᴛᴀʟᴇʟᴀ ɪs ᴍʏ ɴᴀᴍᴇ, Lᴜᴀ ɪs ᴍʏ ɢᴀᴍᴇツ |
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yobo89
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| Joined: 05 Jun 2010 |
| Total Posts: 2341 |
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| 28 Sep 2015 02:27 PM |
I think we should write one in C#, for unity or something.
Do you intend on having smart Ai(they can make their own decisions) or will they follow instructions(set paths, set speech) etc. It would take a while but i think it would be cool to do something with AI that hasnt been done in roblox before as in intelligent, independent AI.
Also, is this framework going to be for story based RPG's or open world "runescape" like RPG's. |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 28 Sep 2015 03:01 PM |
It's going to be for RPGs. It's up to the user what they decide to do with the framework; this is mostly just meant to be scaffolding, the same as Roblox is meant to be scaffolding.
I completely disagree with the idea of it being locked down. Provided adequate sense about the developer, there should be no reason to why they can't modify small parts of an open-source framework for it to suit their needs. Can't suit their needs? Too bad. |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 29 Sep 2015 04:13 AM |
| If there would be an open source RPG bad RPGs would grow like the bad tycoons is ruling the front page for years now... Idunno how i feel about this. |
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membra
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| Joined: 14 Oct 2008 |
| Total Posts: 6313 |
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| 29 Sep 2015 05:18 AM |
@burnboss Just make it slightly difficult to use and those trash-tier 'devs' won't be able to get their heads around it.
[As edgy as a rhombicosidodecahedron] |
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| 29 Sep 2015 05:38 AM |
@membra
Hmm i guess that could work. But isn't the whole idea behind this to make it an easy to use public framework? Because if it would be too hard to use most devs would prefer building their own framework instead of using something like this. |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 29 Sep 2015 09:36 AM |
I have the advantage of having access to Valkyrie to provide Valkyrie integration. Valkyrie was designed to make things easier, and I plan on holding true to the same ideology regardless of whether it is used without or alongside Valkyrie.
I will not be making it hard to use. I don't want to remove trash devs, I want to help them not be trash devs and to give the community a springboard for proper competition. |
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