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Next Eclipse release features


Medleyy
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Okay, this is just a few ideas that I thought would work well on the next release of Eclipse. Eclipse is already a solid base, but it needs some decent features that are missing. Before anyone says "Program them yourself!! :@  :mad:", this is just a few ideas that may take Eclipse onto a new level.

**Combat:**
Ranged weaponry that shoots directly at the target
Special attacks on mellee weapons
Rebound and success for spells
Arenas

**In-Game features**
Player owned houses with furniture items
Friends system
Offline mail with attatchable items (So you can send them money, ect)
Bigger groups with private chat
Mounts
Something similar to RuneScape's Grand ~~S~~Exchange
An accessable lore section full of in-game stories
Pets
Mirrors (You can show reflections in them with a semi-transparent picture over it, like a mirror)
Harvestable plants
Sprites that animate whilst you're stood (Like the wind moving someone's clothes or hair)
Quests
Bubble chat

**Out of game features**
Draggable GUI editor
Comes with a blank GUI outlines for easy editing
Selectable amount of player equip slots

Like I said, a few ideas. I'm by no means asking people to program a custom engine for me, I just thought that now we have a stable bug-free base, we could upgrade it :)
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If you add that the engine will be laggy as hell, an engine is an engine, to start with, not an almost finished ORPG where you only need to edit the graphics and add some content.

Beside that, alot people wouldn't use all these features, so why would you add them in?

EO is a great start, if you want more, feel free to programm it in.
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An engine is a base for a game. All an engine should provide is a solid base to work on, that only offers you simplified access to networking, graphics, audio, etc. and that should only be designed for your game. These features you just mentioned, however, are not a part of such an engine, they are part of your exact game. The only features that should be part of an engine are those that you'll find back in _every_ game or in _every_ game of the _genre_ of the game you want to create. Therefore supporting multiple resolutions is an acceptable feature, whereas having an entire pet system is not.

Yours faithfully
  Stephan.
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@Aeri:

> As in the player plants them as seeds, then harvests the reward, not the resource system.

That's not all that hard to make. You need the plant growing animation, the seed, and the crop. If you've got all of that you should be able to fashion the system using the already existing resource and animation systems.
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It's just a point that Eclipse is now bug-free. 90% of people adding any of this are going to get shed loads of bugs in their work. With TE, ES and EE the whole project had some interesting features, but millions of bugs. Now that we have a bug-free Eclipse, we should focus on the extra pizzazz.

If these features should be added in it should be done properly by someone who knows what they're doing.
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That's not how it works: you either are a game developer or you are not.

If you are a game developer you do want to implement the game idea yourself, every single part of it. If you are incapable of doing so, then you are going to be looking for a programmer, or you are open to learn programming. If you do think you can produce something useful during your learning process, you can't, ever: because it will always miss something you have just learnt, or have yet to learn.

If you aren't a game developer at all, and don't want to be, then you shouldn't bother developing games. It's not a jigsaw puzzle where you have every part of the puzzle at hand, you only get a few parts, and have to be imaginative when it comes to quickly cutting out and shaping the others.

Also, here's an analogy for you. Try to use an engine specifically designed for a steamship for your car, because that's what you want to do.

Yours faithfully
  Stephan.
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I know exactly what you mean, Stephan.

TBH, I'm more of a designer than a developer, but finding someone to do all this programming is difficult. Finding someone who can do this without millions of bugs is like searching for a needle in Amy Winehouse's hair (Bad analogy, plenty of needles there).

Learning VB6 is hard enough to do without any tutorials on how to use it instead of how to copy and paste. Even I can do that. I just thought I'd suggest them and see if anyone likes them enough to implement them and maybe put a few into the next Eclipse.

I also think that in honour of all the incredibly hard work I did thinking of things that other people can do for me, whilst I do no programming at all, that it should be named Eclipse Aeri.
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@Ryoku:

> arrogant prick

Read very carefully you little troll, and try not to overheat your pathetic excuse of a brain. I was merely attempting to improve Eclipse and crack a joke.

Saying "arrogant prick" is not only showing your appalling lack of humour, but is also an insult to a rodent's intelligence.

Also, if you scroll through the custom release sections you will not find at least 3/4 of what I suggested.

So how about you stop rotting the brain cells of innocent posters and crawl back into that crack in the wall like the disgusting little fungus you are.
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Again, I'm not begging for a program to be made for me. **If you had the ability to read you would understand this.** They are mere suggestions, I'm not making a word document full of demands and then throwing them at the Eclipse Team.

But then again I hardly need to explain this to someone such as you, an annoying, ignorant little troll with the inability to pronounce words over three syllables, atrocious grammar and such an appalling attention span that he can't read through half a page of custom releases. Your stupidity knows no bounds.
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Quit this nonsensical dispute, for God's sake. Nobody wants to see you two throwing words at each other as if they were shotgun bullets.

Aeri, there is not in any way a possibility of requesting features, as there are no official Eclipse developers any more, except for me. And I am in fact programming the engine in C89, and as you can read my definition of what an engine is, I am not going to implement any of those features. You can however look for a programmer to do it for you, either directly or indirectly.

Yours faithfully
  Stephan.
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If you think its such a great Idea, learn VB6 then make a Custom version yourself. The amount of people that are going to need this exact list is very few. As a programmer I know you only should add what you need so you wont slow down your engine with crap you wont use. Yes all these function are generic and many games have them, but not ALL of them. EO is built with only function 99% of all the games made will use. If you want to start suggesting such a weighed down list then, whey don't you get off you arse and make it your self. coding isn't hard, i learned how to use VB6 in a single week, then learned more as I went along. It's not hard, so why don't you just make it. If you get a ton of downloads then i'll come and say "sorry, your right, EO should have a ton of stuff slowing it down."

P.S. @ S.J.R., sorry, i got one of those some one has posted before you warnings, but now im done here.
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If you actually do consider that the game I have in my mind can be considered an ORPG, and lacks all, if not the majority of those features, then you can exactly see the point I was trying to make.

Although, if someone wants to programme it for your game, then you should be fine. Which is ideally what I was getting at.

Yours faithfully
  Stephan.
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Eeehh, I see what you mean. My personal definition involves having the program ready and sorted to work with. IMO, your definition of an engine is half-baked. I don't mean this in a bad way, after all, if you're releasing something public, keeping it simple and customisable is the way to go.

I can see how you're under pressure for working on Eclipse, and I'm not going to further that with dificult requests for some features.

On a third note, I'm sorry about the arguments. I'm just tired and crabby and uncomfortable. I've been escorting Em to her Débutante's wearing a tuxedo with shirt tails, a bow tie and white gloves for a few hours. Coping with stuffy 'society' and rules of etiquette, followed with an argument with someone who doesn't seem to understand sarcasm. It's been pretty suckish.
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If you know for a fact that most game developers had to programme everything themselves, and that another majority just went ahead with existing tools, and perhaps an engine (according to my definition), then you could praise yourself lucky to actually have an engine available to you.

Really, the artists, the designers, etc. all go meet up a programmer, and various other people who they think is necessary for a great game. And you should do the same, because then you can have your finished programme, because there is someone in your team who manages that part for you.

Yours faithfully
  Stephan.
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@Ryoku:

> One of the best way to learn programming is to look at an existing project while you learn so you can see exactly how its implemented in a real situation.
>
> P.S. Sent an apology PM with an explanation, sorry.

This.

I don't know shit about programmer etiquette. I learn as I go. I make all the noobie mistakes & I don't care because it's the way I love to learn. I hear people tell me I am in over my head, but I believe I am exactly where I need to be. Enjoying myself while making of mess of someone else's code & learning all at the same time. I'll do something a hundred times over & find a better way every time and that's ok.
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