On Sun, Aug 3, 2008 at 12:52 AM, Emanuel Berg <[EMAIL PROTECTED]> wrote: > Do you have a screenshot of your project? > > My project is a SNES/Mega Drive RPG with simple but addictive/fast > gameplay. The inspiration is Chrono Trigger. A lot of people like > realistic RPGs (for example in a quasi-mediaeval setting) but I like > freaked out, spaced out, psychedelic stuff. Of course the story is > very important in a game of this type (the story of CT is outstanding) > but if its no fun to play the game, no one will care about the story > anyway. So I try to be very persistent with the gameplay itself. > > My question was about movement. You can go in 8 directions and the > other party members follow you. But it looks very static and > unnatural, I want them to follow the main char, yes, but in a more > relaxed way to make them appear more alive. > > On Sat, Aug 2, 2008 at 11:33 PM, Knapp <[EMAIL PROTECTED]> wrote: >> On Sat, Aug 2, 2008 at 9:04 PM, Emanuel Berg <[EMAIL PROTECTED]> wrote: >>> 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. >> >> RPG's are huge projects. What is yours? I am making one also. >> >> >>> 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? >> >> Not sure I know what you are asking. You mean with perlin? Perlin give >> random input that comes in predicable ways that tend to simulate >> natures randomness. I can't say I have perfected how to use this in >> movement yet but there is a web site out there that uses it to do a >> face. >> >> Most of my work is 3d and done in Blender3d. Then I animate it and >> export that to Panda3d. My game is written using that. >> >> Can't say I will write this AI stuff but maybe when I get some time. >> >> -- >> Douglas E Knapp >> >> http://sf-journey-creations.wikispot.org/Front_Page >>
http://gamecreator.blogspot.com/2007/02/perlin-noise.html I would also make each NPC have a personality that says how long they wait before they follow and vary that time with the noise also. You might make them wander around a bit too. -- Douglas E Knapp http://sf-journey-creations.wikispot.org/Front_Page