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Author Topic: Introducing the Unreal RPG-X Initiative!  (Read 405 times)

Andzzy

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Introducing the Unreal RPG-X Initiative!
« on: July 01, 2019, 06:23:00 pm »

Hey everyone! Today I'm pleased to announce that I'm starting an initiative here at TLO! One of the things I hear the most from people who have been here for a long time and newcomers alike is that RPG-X is in need of an overhaul, so I want to try to make that happen. I'm putting together some documentation that I'd like to share with everyone soon. For the time being, I'm going to answer some basic questions about this initiative.

1) What is the project?

This is an attempt to recreate RPG-X in the Unreal Engine. The purpose is to modernize RPG-X in such a way that new content is easy to add and support. The RPG-X that we know and love has survived for an extremely long time on it's own and I think it will be very exciting to have something brand new.

The first thing I'd like to do is recreate the USS Voyager. It's one of the main series ships that we know the most about and I think it would be fun to demonstrate a number of features on it.

2) Who will be developing this new iteration of RPG-X?

Anyone who wants to be involved! The project is open as a community initiative meaning that anyone is welcome to contribute at any time. Obviously a project of this undertaking is an incredibly massive effort and I would love to see what everyone comes up with.

3) How can I help?

This week, I'll be posting a link to the overall design document where the project will be outlined in much more detail. We're going to need everything from textures to 3D models to character models (as well as code and blueprints for functionality).

If you'd like to get started learning ahead of time, there is a vast library of livestreams and tutorials on the Unreal YouTube channel that cover virtually everything in the engine.

4) What sort of timeline were you thinking about?

I don't want to put any sort of definitive timeline on this, since I don't want anyone to feel rushed. Any contribution made at any time will be greatly appreciated.

I'm really excited to see how this unfolds in the future! I know the details are sparse but there will be much more in the document I release this week. As always if you have any questions/comments you can reach out to me, or comment below here!
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December. Cheer for everyone!

RadioActivitii

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Re: Introducing the Unreal RPG-X Initiative!
« Reply #1 on: July 01, 2019, 08:29:06 pm »

Some serious thoughts for a moment: I feel like this might have some legal problems after Stage-9 was cease and desisted by CBS which was rather similar to RPGX in scope.

Maybe it would be better to make some sort of "universal roleplaying sandbox" thing that isn't *built* as a Star Trek themed entity but has a lot of mod support to make that possible.

Either way, it's something I feel like it might be best to get in contact with CBS before committing time and effort to.
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Chris Wilkinson

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Re: Introducing the Unreal RPG-X Initiative!
« Reply #2 on: July 02, 2019, 07:03:28 am »

I was going to say the same thing Radio especially as this could run the risk of disrupting Star Trek Online which is a serious revenue stream for CBS, plus the time it would take to make a game that is of a decent quality for what you're looking at is in the years and that's with a decent development team who know what they're doing.

This would definitely be a very long term project and you'd need to work out whether the interest would be there by the end of the development phase to justify the work. Especially with the back catalog of maps you'd need to recreate as well.

Don't get me wrong, it's an interesting idea but software development isn't the easiest thing (talking from experience)
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Chris Wilkinson

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Re: Introducing the Unreal RPG-X Initiative!
« Reply #3 on: July 16, 2019, 11:00:36 am »

I'm really excited to see how this unfolds in the future! I know the details are sparse but there will be much more in the document I release this week. As always if you have any questions/comments you can reach out to me, or comment below here!

Any update regarding this?
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Serris

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Re: Introducing the Unreal RPG-X Initiative!
« Reply #4 on: July 17, 2019, 02:16:21 pm »

Any update regarding this?

I may not be Andzzy, but I can provide an update. His new computer, on which he wrote this document, is currently out of action because a defective RAM kit was causing memory management problems. Over 13,000 errors in MemTest86 later, he has to RMA the kit with Corsair, so the earliest we'll be able to get a look at it is three weeks from now, if their Canadian return and replacement services are prompt.
« Last Edit: July 17, 2019, 02:18:06 pm by Serris »
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Andzzy

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Re: Introducing the Unreal RPG-X Initiative!
« Reply #5 on: July 17, 2019, 04:47:45 pm »

Hey guys! Yes Chris sorry I've been delayed there's been some things going on that required my attention while I was working on the documentation I stated I would release last week. Part of the problem is that I want the document to be as complete and concise as possible without overdoing it, so I'm trying to decide on a nice balance. You're right though, I should get it out there soon if I want to start receiving feedback!

As to the legal question, while I don't anticipate issues (particularly not on the scale of Stage 9), I will certainly get in contact with CBS early on to ensure that we'd be alright to keep developing (I'm thinking an early milestone like the Bridge). If they say no we can't continue, I'd be more than happy to take what's been learned from developing the Bridge and turn it into a general roleplay simulator as Radio suggested.

I'm not sure we would cut into Star Trek Online too much, given that the structure of STO is prefab missions with an emphasis on character and vessel customization and RPG-X is more about setting up characters and roleplaying custom RPs. However, if CBS says no, then the answer is obviously no.
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December. Cheer for everyone!

Chris Wilkinson

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Re: Introducing the Unreal RPG-X Initiative!
« Reply #6 on: July 17, 2019, 05:45:01 pm »

What I recommend is contacting them before development to prevent a rapid change in development after programming for some time. It takes longer and is more costly to change things later on in development.

In terms of the document, I'd always recommend storing things on the cloud somewhere, that way there's always a backup just in case a situation such as the one Serris mentioned.
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