craigix said:
Just get a quake editor and fill a level with zombies! Then add mods. No coding required.
Wouldn't modding quake to add RPG elements or a Dungen Master interface require some sort of programming?
Can anybody tell me what the best way is to go about modding Quake? I had a look at the Quake 3 source, but my first impression is I'll have a hard time working with that.
I like FIFE's sourcecode, though. It's simple enough for me to work with.
Who decided on full-RPG and the interface?
Nobody, but unless we're just making Quake with different artwork, we're going to have to make
some kind of changes. Those were the first examples that came to my mind. (Also, I said RPG *elements*, but that's besides the point).
PlopperZ said:
He was just suggesting an extremely simple way of doing this. It's good enough for me. FIFE would be good for a single player game, but Quake has already proven that it is excellent for online multiplayer.
It's simple to get started with, but I think it's going to be much harder to add our own features.
PlopperZ said:
A 2D online game in FIFE would be harder to make and wouldn't be as much fun.
Well, FIFE is much easier to modify than Quake, not to mention fully scriptable in Python. So depending on the kinds and number of features we want, it could actually be
easier. In fact, I think the only thing that will be harder in FIFE is getting multiplayer.
Making 2D graphics is much easier than 3D, especially if we go with a simple style. Did I mention we don't have a single 3D artist yet? And I don't see why 2D graphics wouldn't allow for equally great gameplay.