What You Will Learn:
This chapter will discuss how to go about planning a RPG. We will give a brief background on the genre then start discussing some of the design patterns that have been applied to RPG throughout the past. This chapter will also serve the purpose of setting the stage for our RPG to be build.
In this chapter the reader will start building and thinking about how to setup the game environment. We will be selecting a particular theme for our RPG and start using the design patterns from chapter 1 to create the initial components of the game.
In this chapter we will investigate and define the different types of characters that we will be using in our RPG. This will include Player Character and Non-Player Character characteristics, attributes, and classes. This chapter basically will define what can be done and what cannot be done in our RPG.
In this chapter we will discuss the main aspects of the character and non-character movements and A.I. The character mechanics will be discussed and improved. Character status, leveling up, skills, classes, and etc…
This chapter will focus on the code of the game. The Game Master is usually the main code that glues everything together and controls the whole world. It keeps track of the player, the enemies and everything else that is of importance in the world.
This chapter will discuss in details the inventory system which is a major part of any RPG. The inventory will be designed and build in a way to satisfy many of the internal system needs. We will define our inventory items and develop the necessary assets and systems to represent and supporting them.
This chapter will start putting together all of the user interface components and integrating everything together. User feedback, user status, Inventory control, Head Up Display and etc…
In this chapter we will look into the networking aspects of our RPG. We will discuss some of the challenges you will face for creating a multi-player game and also implement Multi-Player mode for our RPG.