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What level of complexity does Reality Factory allow?

Posted: Sat Dec 10, 2005 6:15 pm
by Alek
Hello,

I just downloaded both the Reality Factory toolkit and demos, and as I played the latter my impressions changed from total skepticism to utter awe. Now I'm faced with a dilemma, as the game I'm planning to write - "The Ambers of Dream" - is going to be rather long and complex graphic adventure with some action elements thrown in. My first engine of choice for this project was Wintermute (http://www.dead-code.org), but as I spotted chance of creating a game in full 3d, with a tool as easy to use as RF and rendering engine as powerful as Genesis3d, I thought I'd revise my decision. However, I'm concerned with the fact that most of the games created with RF were either short technology demos, or equally short dungeon romps/first person shooters, with only "House of shadows" demonstrating possibility of making a graphic adventure in this enviroment. What are the limitations of RF as a game designing tool? What level of complexity of game design does it allow? How flexible is the scripting language with regards to coding game logic? Is it fit for more ambitious projects - or only for indie shorties?
I would be glad if you helped me out with this problem :)

BTW, if you have time, drop by alekmosingiewicz.cjb.net - a site devoted to rather modest 2d adventure I'm making with AGS at the moment.

Posted: Sat Dec 10, 2005 6:49 pm
by Jay
RF is one of the most flexible Game-Developement-Kits. It's for action and adventure games mostly but rpgs are also possible ahnd even racer games have been seen already, there is even a CHESS-Game out there! It is possible to script almost everything if you want it.

indie shorties - the games that are the tech demos are so schort because most of them were made either as tech demos or as demos for the full games.

A adventure can be done for sure.

Posted: Sat Dec 10, 2005 7:01 pm
by AndyCR
You may want to check out the "Sacred Druid" demo by Dan Valeo (Pickles) - it's an adventure game/real-time rpg, and illustrates things youd think you couldnt do with RF.

One tip: Learn RF pawn scripting and you can do nearly anything you can imagine.

Posted: Sat Dec 10, 2005 7:35 pm
by Guest
Thanks. You just sparked my hope to write an adventure game of epic proportions using RF alone. May I not be misled... :D

Posted: Mon Dec 12, 2005 3:38 am
by animatrix
Guest, RF ,if used fully can create some very complicated series of events.
The scripting and preset entities can do just about any thing, you just have to learn how, the basics of "if this then this" are all there. Ive done some pretty weird things using combos of entities, give it a try. :)