Thread #3920498
File: 1719215809929.png (284.6 KB)
284.6 KB PNG
What engine are you using?
Or are you making your own?
Do you miss RPG Maker if you used it before?
Post progress BTW.
114 RepliesView Thread
>>
>>3920498
Shame, seems like these threads don't work on this board. Making a re clone and am thinking about the injury system. Want an armor and health system with semi permanent injuries. Armor works rather as damage negate, think of a plate and a knife. You won't do shit against a breast plate with a knife, except for well placed or ciritcal hits. Injuries reduce max health and have further debuff. Tedious or fun?
>>
>>3921113
Oh, and if someone has any idea on how to use skelletons(?) for animations, is there a structured approach or do I just need to have an eye for it. Like using the same animations for humans, ghosts, demi humans aso. A werewolf in a hunched position could also be the skeleton of an ox.
>>
>>
>>
>>
>>
>>
>>
File: 3ba61x.mp4 (217.9 KB)
217.9 KB MP4
>>3920498
really rough so far
>>
File: 1770270150930316.mp4 (2.8 MB)
2.8 MB MP4
Mongol update. Fully switched to Unity. 2D turn based. Localizing it in romanian ( română).
>>
File: dear_lord_by_torya76_deox2vp-375w.jpg (28.2 KB)
28.2 KB JPG
For someone wanting to heavily mod Quake 1, how do I approach QuakeC but starting with easier 2d projects? I was thinking of Raylib, are there others?
>>
File: notsoshrimple.png (143.7 KB)
143.7 KB PNG
Today I had my biggest scare in a while
>Decide to configure steam cloud saves because why not
>test in my dev account before publishing
>test goes okay, it saves and then brings them back if they are moved
>publish
>go into my player account to verify
>saves gone
>FUCK
>disable cloud saves
>go back to dev account
>saves are there again
>huh
>turn on cloud saves again. Go back and forth, it seems the OG saves were bound to dev account and steam detects it and cleans the saves from the save path when the other account is logged.
>boot up my spare laptop with a third 3 account and yeah it's working fine.
Never attempting this on a live game again.
>>
File: IMG_4372.png (1.7 MB)
1.7 MB PNG
Recently converted my text-based RPG "Aura Clash" from ChoiceScript to a new engine I had to build off Tweego, calling it the Aurillian Framework.
https://www.auraclash.com#gamedev
The game's going well so far, the 1m word translation went smoothly and I'm 150k words into writing chapter 9. Hoping for a March/April release. Still didn't finish Tian Fang's quest (pic related) so my fans will continue to call a fatwa upon me.
>>
>>3923626
Forgot the link to the game:
https://www.auraclash.com/adventure
And yes the pics are AI sloppa; I wasn't going to have many/any in the final product but two fans made a set for me. The focus of the game is text and not pics, I have an option to disable them entirely but I've grown fond of a few as placeholders, hoping to find a good illustrationist for the final product since it's made enough patreonbux to fund it.
Does anyone know good anime-like artists that are accepting commissions and producing work that would be worth putting in a full Steam game?
>>
File: 84b66ec3f7335d4b.png (85.4 KB)
85.4 KB PNG
I have the urge to make a TES-like or Fallout-likefrom scratch in a custom engine
>>
>>
File: i0QguSO.jpg (37.5 KB)
37.5 KB JPG
What's the best engine to use if I want to make a battle system like in MMBN?
>>
>>3925055
Game maker or some of these obscure newer engines that came after 2020? The gameplay there comes from the vast amount of builds. There's one castlevania where you have 50 power ups that you mix and match as you see fit. Imho such a game really easy to make and has a strong fan base, too. AFAIK there are no clones, too.
>>
>>
>>
File: a0416db701d6ffa9.png (2.2 KB)
2.2 KB PNG
>>3925499
Anon...
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>3927634
Huh? That's not what I wrote. Did you hurt your head?
>>3926941
>game design
Have you read papers or textbooks about game design? One could argue that bad games are a direct result of bad teaching materials. Fun (in vidya) is a topic that's basically non-existent in the serious science scene. Arguably the latter is a dying breed, but that's a whole different story altogether.
>>
>>
>>
>>
>>3927741
>Is a KOTOR-style CRPG even doable solo?
If you only need the control style and the RPG system, as well as battle processing and other minor systems, then yes. It will not even be that time consuming. Click to move and camera processing are standard (or easy to find plugins) for all modern engines, and implementing minor systems is a matter or basic coding.
>A FONV-style CRPG, either?
If you only look for simular controls and RPG system implementation, then yes, they're easy to implement as well.
>Classic Fallout CRPG even?
Yes as well.
Here comes the bad part. The above is true for core mechanics only. Making a good RPG requires a BRUTAL amount of content - text, 3D/2D designs, animation rigs, interface graphics, databases, SFXs, OST... Getting the engine running is not the hard part, it'sletting gofilling the world.
>>
>>
>>
>>3928432 #
it can potentially clash with your themes and worldbuilding
a lot of "great"/immersive rpg stories were ones that had their story integrated with the game. gothic for instance had a barrier that prevented you from leaving the open world and it served as the main motivation for the protagonist
>>
>>
>>
>>
>>
>>
File: a4E4wNw_460s.jpg (32.6 KB)
32.6 KB JPG
I just had a wacky idea for a CRPG or TTRPG system
>Every session, your character will chase their Goal (what they want). They’ll also be tempted to act on their Personality (defining aspects of who they are). When they act on their personality, they risk triggering their Flaw (weakness that gets in the way of their goal).
>When a player does anything that pushes them towards their goal, they're resolved using a regular d20 check against a relevant stat. If the roll is successful, they gain XP. Normal.
>BUT, when their Personality urges them to do something, they are presented with whether or not to do that. If they do it and the roll is successful, they gain a short-term buff they can use once. Their stress also decreases by 2 (more on that in a moment).
>BUT, if the roll is a failure, their flaw takes over and they gain a short-term debuff that, when (immediately) activated, causes them to act in accordance to their character flaw. Their stress will decrease by 1, because at least they tried.
>If they suppress it, nothing happens... but their stress increases by 1. Every time their stress reaches 10, it resets to 0, but their character hits a breaking point, where they AUTO-FAIL the next in-character action and their flaw activates.
>>
>>
>>
>>
>>
>>
>>
File: zombie party.png (1.4 MB)
1.4 MB PNG
>>3931081
nice! Well I've added zombies to my game. They have a ton of health so the best approach is to use a finisher move on them, or alternatively, using either fire or holy element attacks
>>
File: 1565020271828.jpg (28.5 KB)
28.5 KB JPG
How do RPG's track the player's progress through the story?
is it a series of boolean like hasBeatenXDungeon, hasXItem and then these booleans just turn on and off different events and dialogue across the map?
Or is there a better way to go about this?
>>
>>
>>
File: 5fcdd594f54e7b39.png (1.4 MB)
1.4 MB PNG
Man
I want to make a game that's like JRPG and CRPG had hot babymaking sex
something like FF5 with mechanics from BG or FONV
Or something like DQ9 with shit from TES
But such a combo would probably either be a content nightmare or total tonal dissonance
>>
>>
File: conan vs stroopwaffel hills.jpg (399.2 KB)
399.2 KB JPG
>>3931446
Me too.
AGDG wouldn't respond so maybe you folks have some thoughts on this:
They updated paperZD so it wouldn't be absolutely terrible to actually use for a full game anymore so I've been thinking of revisiting this project idea. That said, what graphical style do you think would actually be appropriate for a world in the vein of Dark Sun? Should it be more JRPG looking or should I try to find some shitty western style akin to the original DS games? Or something much more simplistic (eg ultima 4, kingsvein for a contemporary example)
>>
>>3931401
That will depend a lot on how you structure your game. In the end you have pile of booleans or integers, but you need to structure them somehow for your own sanity. For items you could just have one big array of booleans for example, or each map tracks all flags that are relevant while you are on that map. For story, games often break things down into quests or acts. You can look at Skyrim modding for some very detailed examples.
Personally I'm using a SQLite database with a bunch of tagged keys. So when you talk to Dave it loads all the flags with the "people/dave" path. It's not finished, but so far it does the main thing of keeping track of which character knows what.
>>3931446
>>3932506
That's what I've been working on and it's basically just a CRPG that doesn't use a D&D derived combat system or Infinity Engine graphics. I think the space really is underexplored, where CRPGs have all this room for expressing player choice, but but are weighed down by bloated systems that were not made for video game. Meanwhile JRPGs put everything in up-front appeal but restrict choices so much they basically disappear entirely like in Final Fantasy 16: an action game that only carries vestigial RPG features because of a historical obligation.
>art style
That's something I'm also not sure about, I'm afraid the only way to gage audience reaction for random hobbyists like us is to look at other games that tried it. So I'm just going with a style that I can make, which is gonna be somewhere between Paper Mario and Bugfables.
>>
>>
File: 13860916003.jpg (48.2 KB)
48.2 KB JPG
>>3932804
>You can look at Skyrim modding for some very detailed examples.
Dunno where to start with that bu does seem like it'll be useful
>SQLite database with a bunch of tagged keys. So when you talk to Dave it loads all the flags with the "people/dave" path
Oh, I studied coding at one of those bootcamps that teach you web development stuff, I've used postgreSQL but never did anything with it, I can see a database being the best way to track a story, I'd have to read more about this tho, like how do get my engine to interact with the database but thanks, this is what Ii wanted to hear.
>>
>>
"Quirky Earthbound-inspired indie RPG secretly about depression" is overdone at this point. What about an inverse?
"Final Fantasy-inspired rpg secretly about... [idk]"?
One idea is to do what Live A Live went for with its final chapters.
>>
>>
>>
File: 1771973008694193.png (660.4 KB)
660.4 KB PNG
>>3933820
hey my game's a Zelda-like Dogma-esque, check it out:
>https://files.catbox.moe/4tp2ua.webm
plase don't mind the shitty level, it's just my test room
>>
File: 1766352686362862.jpg (56.7 KB)
56.7 KB JPG
It's really hell being a solodev, you have a ton of blindspots and no one to help you see them, a demo can help get feedback but even then it's still lackluster help. I do have recurrent thoughts pop up in my head on how to polish or make a certain feature more cool for the player. I.e. there's a npc that fast travels you from X to Y using an airship, well currently its fade out/fade in, but a small cutscene of the airship riding the clouds would make it somewhat cooler.
So everyone would tell you polish comes at the end right? So i usually write these ideas on a document and keep going, but at the same time these little things are pretty cool to sell the game so it comes down to how to optimize the development to keep people interested.
What is your experience with this anons?
>>
File: pcblin.webm (632.3 KB)
632.3 KB WEBM
>>3934748
I try to make things as polished as possible so I don't have to ever go back to them and can focus on creating new stuff
>>
>>
>>
File: goblin fighting game.webm (3.9 MB)
3.9 MB WEBM
>>3934868
cute :)
>>
>>
File: G_W4SnqWEAA79N8.jpg (43.5 KB)
43.5 KB JPG
Should I make my RPG systems-focused (CRPG-ish), or should I make it world/narrative-focused (JRPG-ish)?
>>
>>
>>
File: hqdefault.jpg (25.7 KB)
25.7 KB JPG
>>3935723
Fallout 1's final boss
>>
File: G7F01zLbAAAwf0j.jpg (1.3 MB)
1.3 MB JPG
Hironobu Sakaguchi's first game was a text adventure (with graphical supplements).
This was his GDD for it
https://x.com/auuo/status/1995504635000635845
>>
>>
>>
>>
>>3920498
Are there trpg where both teams move simultaneously? Trying to design a system, but no matter what you do, action economy trumps everything. Another idea I have is to improve counters and reactions, but especially the latter leads to rounds being constantly interrupted by said abilities. What do? Is the genre doomed?
>>
>>
>>3936186
Make turns a time slot where both teams need to act, and when both decided it unfolds with special interactions if for example, if both sent characters to the same tiles
Or Make it small time slots of like 5 seconds with a limited amount of actions like a regular turn based
Got another idea but forgot
>>
>>
>>
>>
>>
>>
>>
I'm trying to make a first person RPG in a similar style of Daggerfall.
What size would you say the average sprite for an NPC is, pixel wise?
For the moment, I'm using a standard 64x64 for everything, but I don't want it to seem like I'm trying too hard to be low res.
>>
>>3938598
>, but I don't want it to seem like I'm trying too hard to be low res.
Non issue. Idk if you researched your competition, but there are like a dozen announced and afaik many are 2dhd and few 2.5d, too. Meaning a 2d pixel in 3d, looks cool.
>>
File: 13f9a7394377a286.png (5.1 KB)
5.1 KB PNG
I just spent an entire hour arguing with and seething at a chatbot
>>
>>
File: 2026-03-03 17-23-26.webm (1.2 MB)
1.2 MB WEBM
Reworking a buncha anims before I commit to the pace of each turn in combat.
It was too slow before.
>>
>>
>>
>>
>>3924831
>>3920498
making an engine for multiplayer rpg with this stack
Languages: Typescript
Runtime: Bun
Graphics: 2D with PixiJS
ECS: BitECS
Physics / Collisions: SAT.js
Networking: Bun Websockets
Binary Protocol: Protobuf
Desktop: Electrobun
Storage (Server): Postgres
Started yesterday and its going well. Wish me luck bros
>>
>>
>>3938657
I'm not talking about 2dhd. I mean something similar to the early 3d of games like daggerfall or doom. 3d simple polygonal worlds (I know how Doom actually works, don't say it), but with enemies represented by billboard sprites pre-rendered from a 3d model (or real life sculptures, like I think Doom did.)
My goal is to make it look reasonably authentic to the style of the late 90s while subtly forgetting about certain limitations. For example, it's going to have a large open world with a long render distance, and NPCs are going to be able to reflect the different gear they wear (I'm implementing a strategy to make that work)
Anyway, I'm locking the resolution of the game to 640x480, and just letting it scale to the player's chosen display. So I don't know how many pixels I'd need to give to NPCs and enemies to keep that old-school style.
>>
>>
File: gnome tales.png (227.7 KB)
227.7 KB PNG
Using Twine to make a text RPG and have the prologue just about finished with Harlowe but considering switching to Sugar Cube, is the code pretty much all the same or do I have to change some things around regarding the Variables and Events? If there's any other engines that are better suited for this I'm all ears, I'd love it if there was something like Legendary Tales from the early 00's to manage aspects within the game like races, classes, stats ect but I can't even get that to run properly anymore on Win10.