It is currently Wed Dec 23, 2009 9:10 pm
All times are UTC


Welcome
Welcome to <strong>edigames</strong>.

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. Registration is fast, simple, and absolutely free, so please, <a href="/profile.php?mode=register">join our community today</a>!


Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: Adventure/RPG Game Physics
PostPosted: Thu Aug 14, 2008 3:26 pm 
Offline
EDI Development Team

Joined: Tue Mar 18, 2008 2:37 am
Posts: 97
Our new engine currently in development (S3Engine 2.0), is being built so that it can create games within the genre of Graphic Adventure and Adventure RPG. One of the major new features we're currently adding is a physics engine.

While it's still very early we're planning to have physics so that we can explore new realms of adventure game puzzles for adventures and more realistic and fun battle for RPGs.

An example of improvement from this technology would be in Morning's Wrath; in the original game battle was fairly static; with a physics engine it is possible to create spells that blast targets away from the center of the cast; potentially colliding with other enemies. Usage of spells could also influence environmental physics elements; such as blasting a support away from a boulder so that it rolls over enemies. Similarly having spells that allowed you to attract or repell said boulder could let you use it as a weapon further.

For pure adventure games, more complex mechanical simulations can be constructed. Where once adventure game puzzles were very strict and rigid, physics based puzzles can leave things more open ended, which can allow for unexpected solvings of certain puzzles, and that seems to be generally more fun.

Logically physics seems like a good next step for us since it allows us to work on keeping puzzle concepts fresh and develop games that are even more fun to play.

What are some thoughts from the community about this?

_________________
Raymond Jacobs
Owner,
Ethereal Darkness Interactive
and grand crusader of the code


Top
 Profile  
 
 Post subject:
PostPosted: Tue Sep 02, 2008 4:08 am 
Offline

Joined: Fri Jul 11, 2008 3:24 am
Posts: 51
Location: Arlington, TX
I don't know if this kind of question belongs here, but what kind of programming language do you use in your games?


Top
 Profile  
 
 Post subject:
PostPosted: Tue Sep 02, 2008 11:21 am 
Offline
EDI Development Team

Joined: Tue Mar 18, 2008 2:37 am
Posts: 97
Doesn't really belong in this particular thread; however.

We use the C++ programming language for our game engine, through Microsoft Visual Studio

We use C# for our game development tools (map editors, etc.)

And internally we use the Lua scripting language to script the game.

_________________
Raymond Jacobs
Owner,
Ethereal Darkness Interactive
and grand crusader of the code


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

It is currently Wed Dec 23, 2009 9:10 pm
All times are UTC

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

  

cron