I'm not experienced as a programmer so I don't think I can help you really but I happen to have an RPG project so for what it's worth I think it's a great idea with an "RPG module" handling routine things that are in almost all RPGs. I'd be happy to test whatever you come up with.
editor: http://img70.imageshack.us/my.php?image=dumpij9.png battle: http://img229.imageshack.us/my.php?image=743of9.gif One question: how do you emulate natural movement? In this case, you control one character directly and have two more in your party? On Wed, Jul 30, 2008 at 10:47 PM, Knapp <[EMAIL PROTECTED]> wrote: >> >> Basically I'd like to see RPG >> characters be at least slightly less moronic in 2008 then they were in the >> original "Final Fantasy" (most console RPGs aren't even trying) and a >> system like this one would be a fairly easy way to do that even in a >> homemade game. As for graphical presentation, that's no problem; the code >> would only provide text output, leaving the rest of the game to decide how >> to present it. > > Yes, I have always wondered what a Zork made by pros in 2008 would be like. > I mean no graphics or at least with the graphics not taking all the time and > money of the makers. > > It seems that with a few libs like AI, prolog, maybe lisp and the great > graphics that you can do with python, plus just the basic power of python, > you could write something really cool. Maybe without the graphics with all > the power and storage you could do something that would blow Zork away. > > http://en.wikipedia.org/wiki/Zork > >> What do you think of a not-just-dialog, yet simple, AI system suitable for >> RPGs? Something that lets you offer a few kinds of interaction like >> starting a shop screen, asking them to join you, or asking about some >> topic? As with the pathfinding thing, part of the trouble would be with >> making it generic enough to work with the various forms of movement &c >> that >> people would use. > > You can always base in on a 0 to 1 system. Programmers could then translate > that into their coordinate system or just set the max and min at start up > . > >> >> Re: speech synthesis, that's not so farfetched. Look up "PyFlite," which >> implements a Carnegie Mellon speech-synth system called Festival; >> specificially a simplified version called Flite. PyFlite is very easy to >> start using, but it offers only one voice in that implementation. I've not >> played with it enough to see if there's a way to get more voices for it, >> or >> the ability to add simple <i>emphasis</i> or other cues like that. It >> might >> be useful if there were at least half a dozen deadpan voices instead of >> one. > > > The system on the C64 could do all sorts or voices based on changing speed > and pitch and you did not use words but phonemes so you could even do > accents a bit. > http://en.wikipedia.org/wiki/Phoneme > > Hope we are not getting to off topic for the list. > > -- > Douglas E Knapp > > http://sf-journey-creations.wikispot.org/Front_Page >