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Issue 127 | January 27th 2012 Contact the Editor | How to Contribute

LiveCode RPG
First steps towards creating a LiveCode Role Playing Game

By Elizabeth Dalton

Editors note: This appeared first in the Game Academy forum as a post/thread, and I immediately thought the wider community would love to hear about it. Elizabeth was kind enough to agree that we could publish it as an article - thanks very much!

The sidescroller example (Galactic Gauntlet) in the webinars and sample stacks is ok, but I am a lot more interested in making an RPG with a figure that walks around and can meet people, rather than just dodging and shooting. So I thought I'd start a work on this, post my experiences, and see if others are interested. It's possible that a sort of "RPG toolkit" may come out of this.

First, I'd like to mention my inspirations for this game:

1 - Sailor Moon for Super Famicom (Super Nintendo)
This is a classic game, never released in the US, with the main characters of the insanely popular Sailor Moon anime and manga fighting monsters (youma) in a "Final Fight" format with the usual "boss" every now and then. Here's a web page describing the game.

Nature of inspiration: I wanted to create a shoujo anime themed game, but not using a licensed franchise. I didn't want to make a game exclusively about fighting, but I like the general look.

2 - River City Ransom (Nintendo)
This is an even older classic game for the original Nintendo system. Again, it's a sidescrolling "Final Fight" sort of format, but with an interesting twist: every now and then the player characters can stop in at a restaurant or comic book store and buy things that improve the character, with cute dialogues.

Nature of inspiration: Include special locations in which to interact with people and advance the game. Again, I didn't want to base the game on beating up gang members and taking their pocket change, but there were some game play ideas I liked.

3 - Zork a.k.a. the Colossal Cave, and practically every other MUD, MUSH, MUCK, MOO, etc. in existence.
The basic gameplay of the whole Zork series (and much of the Infocom/Interactive Fiction genre) can be summed up as "wander around, find clues, solve puzzles, try not to get hopelessly lost."

Nature of inspiration: Base the gameplay on exploring and puzzle solving, though some fighting is also ok. Develop a sense of "place" and narrative by providing distinctive backgrounds, props, and non-player characters that contribute to telling a story.

4 - Wind and Water
This is my own shoujo-themed card game. It's meant to be cooperative, not competitive, i.e. players try together for a high team score, rather than trying to gain a higher score than the other players. When I was thinking about how to structure a computer-based RPG, I realized that I had already done much of the work in designing this card game.

Nature of inspiration: Data types and structures: Plots, Encounters, Foes, etc.

Attached is a quick screenshot of the first card of my game.

ScreenShot.jpg

The Design Process


Sketching

In Week 4, we had a lesson about game design that covered some good points, highly relevant to this type of game as much as the sidescroller action game in the tutorials.

The image in the first post is only the most general of sketches. Here's a slightly more detailed set of notes about the structure of the game, adapted from some handwritten notes I made a few weeks ago.

sketch.jpg
Click image to zoom

 

Research/Visual Design

I'm no good at drawing, but I don't need to be for this, as I have a 3D modeling and rendering program and years worth of collected assets.

I use Daz Studio.

This allows me to load "rigged" figures that I can pose, clothing, props, etc.

For this anime/manga themed project, I decided to use the figure Aiko 4.
I'll also have some male characters, so I'll use Hiro 4 for those.

(Note: I got these figures when they were free. They are still reasonably priced if one joins the "Platinum Club" at Daz3D.)

My events take place in the context of a fictional high school in Japan, so I'll need school uniforms. I happen to like this one for female figures. There are no good male school uniforms on the market for Hiro 4, as far as I know, but this Nehru-style suit can substitute pretty well, if I recolor it.

I want a basic school hallway for the start of the action, though I'll be including many other types of locations. I have initially started with this set, which I already had. Note that I could have used the clothes in this set as a school uniform if I'd wanted to keep my project more limited. (I did use the shoes and socks, actually.) Also, I need to remove the lockers from the hallway, as Japanese schools don't have those (there are smaller shoe lockers near the entrance doors).

There are many hair models I could use, but I decided on an older model I have that had a classic "high ponytail" for the first figure. I'll be rendering images in layers and compositing them in LiveCode, so I can let the player customize their character somewhat. (More on that in a future post.)

There are two more critical points to consider when rendering anime/manga images (or any cartoon images) from 3D models.

The first is skin and eye textures. Aiko 4 and Hiro 4 ship with semi-photorealistic skin and eye textures, for reasons I can't fathom. I think they look really creepy. Fortunately, this is one of the aspects of 3D models that is very easy to change. I used this texture set. I also replaced clothing texture images with flat colors, and switched the fine "realistic" transparency maps for hair with large jagged patterns. I tweaked some of the background set textures as well (e.g. the lockers).

The second critical point is the render style. Many programs like Daz Studio seem to emphasize photorealism, but I don't need or want that look for this project. I wanted "cell" style shading and fixed-width lines for this project. Again, 3D software makes it easy to change the render style. I used this add-on product.

By using flat colors for my surfaces and adding the "toon" style render method, I was able to generate a wide variety of custom images for my game that look consistent in style. I would not have been able to do this easily if using stock images.

Here's my female character:

sailor1f.png


sailor1r.png



In a future article, I'll cover how I generated animated frames and angles, as well as how I arranged to layer clothes, hair, etc.
 
Elizabeth Dalton

About the Author

Elizabeth started coding in 1986. She currently works as an instructional designer at a college and is researching the use of learning games and simulations. She remains on the lookout for talking animals bearing magical transformation items.

 

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