Thread #3920498
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H
What engine are you using?
Or are you making your own?
Do you miss RPG Maker if you used it before?

Post progress BTW.
+Showing all 114 replies.
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>>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?
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>>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.
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>>3920498
Yay, you're back!
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I'd post my game here, but /vrpg/ won't let me because I used AI voice acting in it.
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>>3921115
it is really dependent on the engine you use
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>>3921204
Godot, so far. I haven't made any animations, yet, besides experimenting. I've read that blender is better as godot and easy to integrate into the game engine.
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>>3921200
I don't see an issue with it.
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>>3921200
Post it, I don't really care.
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>>3920498
really rough so far
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Mongol update. Fully switched to Unity. 2D turn based. Localizing it in romanian ( română).
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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?
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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.
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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.
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>>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?
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I have the urge to make a TES-like or Fallout-like from scratch in a custom engine
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>>3924831
Are you focusing on narrative or gameplay? If narrative you should seriously consider text-based. If gameplay, try a CRPG to capture the adventure essence.
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What's the best engine to use if I want to make a battle system like in MMBN?
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>>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.
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Considering makinga fallout fangame
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>>3924831
>>3925496
Kiss
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>>3925499
Anon...
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>Want to make a Bethesda-style RPG
>Look online
>Apparently everyone hates Bethesda RPGs now
>My game will probably either suck or no one will play it, or both
Damn
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>>3925506
>Bethesda-style RPG
Crpg?
>people online might
Irrelevant. You lack the funding to care for such things. Make what you like and gather a niche following.
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>my wagie full corpo job pays way more than my attempts at making a game ever could
>arrive home late, tired, depressed and barely have any willpower left to work on game
anons, I feel like I'm not gonna make it
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>>3925633
Pay people to help you?
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If I'm making something in Pico8 and desire to make it bigger with less constraints, any particular framework you recommend? Something with Lua?
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>>3925714
tic-80 is pico8 with less constraints
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>>3925667
My pay is still well below what is needed to hire skilled people.
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>>3925811
Yet you were saying you're making way more than a game ever could, LMAO
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>>3925812
>more than my* game ever could
I don't have my hopes up.
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>>3925813
Idk, you could hire a paki rookie for little money. He'll learn eventually. If you can't spend 500 usd for a hobby, then
>jobs pays way more
Seems like a lie ngl
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>>3921719
Please don't post anything like this ever again.
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>>3925824
We don't talk about paki devs here, they bring bad luck
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>>3920498
How lovely is to see the comeback. Sadly, my project is at a standstill because life is being rough at me.
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>>3925920
I worked with pakis in rl and online. Best people, really. There are countless scammers though, so beware.
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>>3925998
You're probably right but it was a reference to this board's history. The less you know the better.
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>>3926017
You don't think it's... Him? He could be everyw9, damn.
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An rpg where you go full luigi on epstein, corrupt politicians and corpos would surely sell a lot on steam.
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>>3925055
rpgm mz with sang hendrix plugins
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Are there any sites where devs actually discuss game(s design)? Seems like there's almost nothing done form a scientific standpoint.
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>>3926941
Nigger will steal your idea
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>>3927508
Certainly, this one of a 20000 games per year idea! I doubt ideas are much worth in vidya this scene fails to monetize a booming market, so it's safe to say most devs are clowns.
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>>3926941
My idea is to clone a game from 20 years ago only it'll be 10x worse in every aspect
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>>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.
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Is a KOTOR-style CRPG even doable solo?
A FONV-style CRPG, either?
Classic Fallout CRPG even?
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>>3927741
One man made Ken’s Labyrinth
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>>3927741
>Is a KOTOR-style CRPG even doable solo?
I pray so, that shit was cash. Does anyone know the best way to implement a similar engine? That would be the hard part.
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>>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's letting go filling the world.
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is designing story before gameplay a valid approach
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>>3928432
If you can write like a game designer rather than a book writer, then sure. Otherwise, make a story roadmap and write it along the creation of the game.
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>>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
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>>3928432
Sure. You can slap almost any story/gameplay onto any gameplay/story. It's cool if some mechanics are mirrored in the story.
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I have an idea for a game and I want opinions on it, because maybe it's trash, but if it's good and somebody steals it I will kms.
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>>3928658
Ask chatgpt
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>>3928658
Don't beat yourself up over it. If you couldn't make something of out of it, it wasn't a good idea for you.

There was a time I used to believe "If I can do it, so can you."
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>>3928658
No one will steal it, lol. Imagine thinking someone wants to invest money to execute an untested concept. Kek.
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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.
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>>3928658
>>3929381
I actually have a genre defining idea that will change not just one but multiple genres forever and I'm not sharing it because it's just that good.

When I make it I'll come back to this post.
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>>3929642
Certainly you do. In any case, a good game is always welcomed.
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>>3929636
>when (immediately) activated
You need to roll to avoid activation every x hours
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>>3920498
do we accept action-adventure games in here or nah? there's sword and monsters
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cozy
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>>3930486
This is not a real general. There are no rules. Just do whatever.
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>>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
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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?
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>>3931401
I structure my game in milestones you can do that or chapters. If you have a "main quest" line you can use that. Save an array of booleans with each index being one of this milestones or main quest points.
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>>3931401
You can do a bool array and just keep track of what index applies to what event.
Or something like a struct can be relatively easier to manage, if your language uses it.
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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
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>>3931419
>>3931437
So my idea is okay but I want to know if there is a better way.
I don't trust myself with my own ideas
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>>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)
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>>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.
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new here. I was looking for the rpg maker thread. Is this the right board? I remember that I visited the thread once years ago and got inspired by the amount of rpg maker games.
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>>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.
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>>3932819

>>3932963
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"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.
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>>3933675
A jrpg that is secretly a wrpg
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>>3933819
Dragons Dogma
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>>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
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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?
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>>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
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>>3934868
Your dev cave looks comfy
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>>3934748
This is why I've grown schizophrenia so my shadow friends can help.
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>>3934868
cute :)
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>>3934877
Maybe our shadowfriends were the devs we made along the way
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Should I make my RPG systems-focused (CRPG-ish), or should I make it world/narrative-focused (JRPG-ish)?
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>>3935692
What am I looking at?
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>>3935696
Terminal brainrot.
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>>3935723
Fallout 1's final boss
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Hironobu Sakaguchi's first game was a text adventure (with graphical supplements).
This was his GDD for it
https://x.com/auuo/status/1995504635000635845
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>>3924831
I vote for fallout like. Or fallout2 like. A Morrowind like just sounds too painful to create.
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>>3925811
Think smaller. Let the smaller project fund the larger more ambitious ones.
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>>3930506
Comfy
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>>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?
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>>3927617
>I can't recognize good shit. Hurduurr
Someone just needs to see the ones ranked fun, play them, and then take yo money.
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>>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
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>>3936355
>Got another idea but forgot
Story of my life
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Should my game be NES-styled 2D pixel art, SNES/GBA-styled 2D pixel art, PS1/NDS-styled 3D low poly, or just 2.5D (i.e DOOM)?
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>>3937001
Whichever you like the best
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>>3931446
>>3932506
I feel like that's more or less what the SaGa series is. Have you played any of those?
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Maybe we should create a pastebin with resources or links to share. I dunno if it has ever been created.
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>>3937894
Not that I know of
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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.
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>>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.
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I just spent an entire hour arguing with and seething at a chatbot
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>>3938708
>I just spent an entire hour arguing with and seething at a chatbot
Based anon just spent an entire hour on /vrpg/
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Reworking a buncha anims before I commit to the pace of each turn in combat.
It was too slow before.
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>>3938710
thisguydoubters went awfully quiet since this post dropped
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>>3938710
I think its too fast, too much distance covered in too little time. try lowering one or the other
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>>3938790
It might be too fast by, unironically, a singular frame. I'll have to plug it in to find out. Two frames between keys is fine. Dunno about just one.
I know, for sure, that the distance covered is fine.
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>>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
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>>3938708
Just learn to prompt bro
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>>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.
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>>3939127
I was merely stating what your competition does

>>3939127
>My goal is to make it look reasonably authentic
Doable
IMHO qol > strict authenticity
>how many pixel
God, make 3 examples and show us.
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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.

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