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  1. #1
    Member sandsound's Avatar
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    Everglow - a firstperson RPG

    please visit my latest post in this thread for updates

    I'm making an open-source 3D first-person RPG with a female protagonist.

    The game is inspired by games like Morrowind, Gothic, Two Worlds and Risen, I will not try to mirror those masterpieces, but will have some elements of the gameplay included in a more or less simplified way.

    Like any other RPG, you earn experience by solving quests, killing monsters/beasts and by exploring a semi-open world. When you have earned enough experience, you can upgrade skills like lock-picking, alchemy and different fighting styles.

    Development is done on a Linux platform, but if there should be a demand for it, a Windows and Mac version is possible.

    This is my first successful attempt at making a game in Blender, and some Blenderheads and Pythonistas might find my code unconventional, but I am certainly open for constructive critic. And just for the record... I use the names Blenderheads and Pythonistas as terms of endearment.

    The game is far from finish, but I like what I have so far, and wanted to share my progress.

    scr2.png
    Inventory and items are almost complete.
    Append a model and add two sensors and two properties and player can pick it up

    scr3.png
    Dialogsystem is complete, It uses a relatively simple list-system.
    NPC can give quest/items and check for player-items.
    A dialog option can have consequences, making the NPC more or less inclined to help.

    scr4.png
    So far I have three categories of items: consumable, weapons/armor and misc.
    Most inventory items are done (so far 48 total, incl. sword, axe, bow and dagger)
    TODO : need mousover popup with item value, damage and so on

    I'll upload a little "teaser" later with the first map.


    credits:
    Most coding and gamedesign where done by me, except the following:
    mousemove : Riyuzakisan
    mouse2move : Mike Pan

    I also did some models and textures myself, except the following:
    chubby : TiZeta
    house textures : David Johnston
    Wood table and chairs : Enetheru
    Trout texture : WeaponGuy
    Gui-textures : Lamoot

    Everything is build using a wide range of open-source software:
    Blender : 3d-models and game-engine
    Python : programming language
    Gimp : graphics
    Kubuntu : my main os
    MakeHuman : playerhands

    Font : Pablo Impallari


    All my code will be released under GPLv3
    and my models and textures under CC-BY-SA
    Last edited by sandsound; 28-Jan-15 at 08:58.



  2. #2
    Member sandsound's Avatar
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    A small demonstration of the inventory:


    A small demonstration of the dialog system
    Last edited by sandsound; 20-Aug-14 at 23:39.



  3. #3
    Member CG Sky's Avatar
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    Looks very promising. I'm making a rpg myself (tom's adventures) but I don't know at all how fo code, so I try to work with logic bricks as good as possible. But at the moment I'm far from what you did here. Hope to see more gameplay in the future.
    P.S. if you want to know how to create a big open world you can check out my YouTube channel.
    Thx



  4. #4
    Member sandsound's Avatar
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    @blenderrendersk
    Thanks :-)
    Just had a quick glance at your YT, those landscapes looks absolutely amazing.



  5. #5
    Member sandsound's Avatar
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    Testing the player-bow for my project:



  6. #6
    This is amazing! I'm making an rpg as well and I'm hoping it can be half as good as this!

    One question actually; how are you doing/planning open world terrain, and dungeons/zones?
    God Bless! ><>



  7. #7
    Member sandsound's Avatar
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    @OptimusConvoy Thanks :-)

    atm. it's not really open world like Morrowind yet, but more like Neverwinter nights. I have several large areas that are connected by doors, gates and similar, but I hope to implement something like sdfgeoff's open world template ( http://blenderartists.org/forum/show...ght=open+world )
    I have tried putting all the outside-scenes into one scene, it got quite huge and slow, maybe it can be resolved by using "level of detail", but I haven't looked into that yet.



  8. #8
    Member sandsound's Avatar
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    Another test of the bow in my game:



    Its actually beginning to look a lot like a game :-)

    I now have most of the scenes done (needs more caves)
    Animations still need a lot of love, but they are very low on my priority-list.
    Inventory is almost done (still need mouseover popup for item-price ans so on)
    Story is done
    Main dialogs are done (needs sidequests)

    If anyone would like access to the scripts, please let me know. The main reason I havent just sharred it all is because I'm a little embarrassed by my code, I have been told it's a bit "unconventional", but I have learned it all from the internet, so ultimately I can always blame the internet ;-)

    I'll release it all when I'm done, and have ironed out the most obvious flaws.



  9. #9
    Member MarvinCJames's Avatar
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    This looks amazing!!



  10. #10
    I don't know how effective bow and arrows would be against skeletons, but it looks cool
    Latest tutorial: How to Create a Procedural Ripple Pattern in Blender Cycles: http://www.gradypruitt.com/how-to-cr...lender-cycles/



  11. #11
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    the dead- animation of that skeleton looks funny
    I am an artist who enjoys doing things like these. Don't worry, they don't cause jumpscare
    https://www.artstation.com/artist/rockymadio
    https://soundcloud.com/rockymadio



  12. #12
    Member sandsound's Avatar
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    @ MarvinCJames & gradyp
    Thanks

    @ RockyMadio
    Yep... I suck at animating, just wait till you see my "amazing" sword-animation ;-)

    EDIT: Behold my amazing sword animation
    Last edited by sandsound; 08-Sep-14 at 15:57.



  13. #13
    Member BluePrintRandom's Avatar
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    Originally Posted by sandsound View Post
    @OptimusConvoy Thanks :-)

    atm. it's not really open world like Morrowind yet, but more like Neverwinter nights. I have several large areas that are connected by doors, gates and similar, but I hope to implement something like sdfgeoff's open world template ( http://blenderartists.org/forum/show...ght=open+world )
    I have tried putting all the outside-scenes into one scene, it got quite huge and slow, maybe it can be resolved by using "level of detail", but I haven't looked into that yet.

    LOD and a "physics bubble" are a very good idea, as well as never iterating through scene.objects more than 1 time per operation, and saving data/ targets etc as a property
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  14. #14
    Member sandsound's Avatar
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    Originally Posted by BluePrintRandom View Post
    LOD and a "physics bubble" are a very good idea, as well as never iterating through scene.objects more than 1 time per operation, and saving data/ targets etc as a property
    I'm not sure what you mean by "physics bubble" ? Please elaborate.

    btw. I also have some rather heavy scripting in my inventory, but I read somewhere that I can make my own c-libs and link to them instead, so I suppose I'll have to look at that also, I just haven't found a good how-to for it yet.



  15. #15
    Member MichelleSea's Avatar
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    About your English (sorry, but presentation is a big thing to me):
    Capital letters only belong at the beginning of a word when that word is either the beginning of a sentence, or when the word in question is a special name of something specific (for example, you'd say King John when referring to the guy, but when you're just discussing a king, no capital needed). In your first screenshot, "who" is neither a sentence opener nor a special name, but a descriptor. So, it doesn't need a capital letter. =P



  16. #16
    Ever thinking about kickstarting this?



  17. #17
    Member sandsound's Avatar
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    Originally Posted by MichelleSea View Post
    About your English (sorry, but presentation is a big thing to me):
    Capital letters only belong at the beginning of a word when that word is either the beginning of a sentence, or when the word in question is a special name of something specific (for example, you'd say King John when referring to the guy, but when you're just discussing a king, no capital needed). In your first screenshot, "who" is neither a sentence opener nor a special name, but a descriptor. So, it doesn't need a capital letter. =P
    Sorry but English is not my native language, so brace yourself, there are most likely many more of those ;-)

    I haven't proof-read everything yet, but I'll try to iron out the most obvious errors before a final release.



  18. #18
    Member sandsound's Avatar
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    A small demo of health, hudkeys, bow, sword, torch, item-pickup/use, inventory, skilltree and the new skeleton-death




  19. #19
    Member BluePrintRandom's Avatar
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    Looking good,
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  20. #20
    Member sandsound's Avatar
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    A small update on Everglow

    npc's and creatures in the game so far:
    all_characters_scr.png

    inventory items:
    all_items_scr.png

    I have started adding sounds to the game and shadoWisp have made some amazing playervocals:
    http://www.freesound.org/people/shad...sounds/249787/

    I haven't found the best place to host the game yet, but you can download a 64-bit linux beta binary here:
    http://sandgreen.dk/everglow.zip



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