jack-of-all-trades
Sat, 25th Aug '01, 7:42pm
Ok, i'm taking a C++ corse in school and i was planning on making some sort of program for BGII/TOB. I would like some suggestions of what i could do.
NOTE: This may not be compleated this year or even the year after, but i do plan on working on it. After all, i am only taking the first part of the two year corse this year.
Any suggestions are welcome!
Nobleman
Sat, 25th Aug '01, 7:53pm
Perhaps this link can bring You inspirations of Your own http://plaza.v-wave.com/FireStorm/Tutorials/C2-Menu.htm
A less colourfull link. Best to get to other links around the world. http://www.research.att.com/~bs/C++.html
OR this with games:
http://www.google.com/search?q=cache:k-GBj1jMFQg:development.f reeservers.com/c_cpp/games.htm+c%2B%2B+games&hl=da (http://www.google.com/search?q=cache:k-GBj1jMFQg:development.freeservers.com/c_cpp/games.htm+c%2B%2B+games&hl=da)
Personally as a DM I could Use a program that tests combat scenarios. For Instance I cant make my combats too hard on the players so I have to playtest every combat. Takes a long time. Say What should I throw at them? An Ankheg. Two level 3 fighters? one level 5 fighter with better armor? I could really use a program where I could plot in Hit Points, Armor Class and THAC0 of each creature on each side of the battle. And then it calculated the chances of succes and failure. A nice tool to see how much spellcasters Or magical items and so forth are needed to sway the tide of war. Just an Idea. A lean mean BattleCracker DungeonMaster tool.
Good Luck
[This message has been edited by Nobleman (edited August 25, 2001).]
Gnolyn Lochbreaker
Sat, 25th Aug '01, 8:07pm
I did something similar to this several months ago for a Decision Support System (DSS) course. Unfortunately, the time frame was quite limited (just a couple of months) so I had to be simplistic.
I put together a DSS that would determine the best party mix for Diablo II. When I say best, the goal was to not only look at the advantages and disadvantages of each class, but also to take into account each player's style of play. Basically, the intent of the system was to answer the oft-asked question: "I'm starting a new game, and I don't know what the classes are, or much else, can you please advise me?"
Because of the time frame, and my limited programming abilities, I created it in Excel (lots of computations and probabilities involved) with a VB interface. It actually worked out quite well. We ran a number of tests using real people, a mix of experienced and inexperienced players, and they all seemed pretty happy with how it turned out.
But, as I say, it was very simple. We limited the system to a simple three-part function, with each component comprised of about six parameters if I remember correctly. Even then, the statistical calculations involved were very, very extensive.
One of the things we wanted to do, but obviously didn't have the time for, was to extend the system to actually create each character, based on the results. Maybe this is something you want to consider? From what I know, the trickiest part would be to create a character file that is compatible with the BG series.
EDIT:
Just saw your post Nobleman. Now that I think about it, applying such a system to AD&D in general, rather than to the CRPG versions, would make for a much more robust system. Maybe this is getting too complex, but, what about a system that would a) allow a DM to create a simple adventure, complete with encounter tables, and b) allow the DM to test the adventure by running a party through the encounters to check the difficulty. Hmm....dangerous thoughts are now rolling about in my head..... :) Based on your timeline, this could also apply to NWN...
[This message has been edited by Gnolyn Lochbreaker (edited August 25, 2001).]
Nobleman
Sat, 25th Aug '01, 8:33pm
Keep those dangerous thoughts rolling :)
A NWN tool could be awesome when constructing adventures. Super idea ;)
How Complex it can be made is far out of my reach to answer. I have no knowledge of the limits and posibilities of C++. But I have a feeling that someone who does will post here sooner or later.
Extremist
Sat, 25th Aug '01, 9:14pm
Limits? There are no limits when you're talking about Infinity Engine based games - as long as you don't dream that you'll actually be able to change the engine itself and not files.
Then again if you get the game source code... ;)
Nobleman
Sat, 25th Aug '01, 9:38pm
Its actually the simplicity of an "BattleCracker DM toolkit" That is appealing. So usefull to a DM.
"The magicusing BattleCracker DM toolkit"
Could possibly implement Saving Throws and Simple combat spells. and or magic resistance
"The Positioning and Magicusing BattleCracker DM toolkit" Could Implement Ranged fighting and movement in combat.
"The Advanced Positioning and magicusing BattleCracker DM toolkit" Culd implement obstacles simple tactics and other forms of magic than offensive.
"the Omnipresent Advanced Positioning and Magicusing BattleCracker DM toolkit" Could Implement Intelligence as another Parameter to sway the tide of war.
Did I overdo it? I can never tell :p
jack-of-all-trades
Fri, 31st Aug '01, 12:16am
sorry that i haven't been able to respond in a while.
Any who, I'm not sure how complicated this will be able to be. I'm sure that i will make serveral failed versions of something before coming out with a good version. (i have no confidence right now as i don't even know the basics YET.)
Keep the ideas rollin!