Beginner question (sorry can't think of a better title)
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guruclef

Hello everybody. I've been following verge's development since V1, and in that time, i started a game and got more or less far with it, but the engine was sort of unstable (it crashed during use of my coded battle system.. I wonder if it was badly coded), so I stopped working on it. Eventually V2 appeared, and I tried to use that, but suddenly it was very hard to use (before, you only asked for textboxes to appear, and the same with shops, effects, controls, etc... now, you had to code everything in one big loop, constantly refresh the screen, etc.. since i'm no programmer, I just couldn't do this).
My question is: Is verge3 also like this? Should I forget about doing this the easy way? The other alternatives like "rpg maker" seem just too basic, and games made with those engines look all the same, but having to code almost every aspect of the game.. not only the shape size and color of things like menus, but actually coding a system for them to exist in the game.. sounds like too much work.

Posted on 2007-05-08 03:28:41

Overkill

Well, Verge3's VC is sort of based off V2 VC, but it's been slightly improved upon (new features, and better error checking). It is not necessarily any easier to use but there are quite a few tutorials on this, and there are these boards to help with your code as you go along. There are also a handful of libraries (like the one that comes with the new Sully packin) and demos that have code that you could use with your game.

As painful as actually coding sounds, you're kind of stuck with three divisions:
1) Very little scripting and barely any flexibility.
2) A fair amount of scripting, but this allows the engine to be more flexible and allows more creativity for the users.
3) Actually writing your own game engine in C, C++, Java, C# or similar (possible, but not the easiest thing, especially if you're not good at programming).

Option 1 is easy to use, but dissatisfying because you have no say in most of the design. This is where RPG Maker falls.

Option 2 is hard because you have to learn scripting, but satisfying because you get to be the boss over your game's design. Only if your game's overtly ambitious will it need to resort to option 3. This is the category Verge, ika, and Sphere belong to.

Option 3 is extremely difficult if you don't know how to use one of those programming languages, and only moderately rewarding if you do, since there's still a lot more work to be done. Usually, these engines end up having a scripting language added into them because it makes their lives easier, and then we have Option 2.

We're trying to compensate for V3's difficulty by good tutorials, an interesting and helpful community, and its wealth of demos and HOV entries.

Addtionally, I'm sure there are plenty of programmers out there in the instance you don't want to write code. If you can't do something yourself, delegate! Teams are very helpful in assisting with game development. If you have an idea, share it with vrpg and enlist somebody to help.

Posted on 2007-05-08 07:39:35

resident

The current best option may be to wait for the nigh mythical "Sully-with-combat-engine" and simply modify it to your ends.

I can't disagree with your assessment of VERGE tho. Flexibility has been added in pretty much every part of VERGE since V1, but rather at the expense of what made V1 nice and easy to use.

Posted on 2007-05-08 17:54:26 (last edited on 2007-05-08 17:56:15)


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