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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: rpg_developer.png (2.16 MB, 1024x1024)
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Are you going to give in to pressure and use IA to make your RPG?

Also post progress.
>>
>>3634470
if a game has any ai-based qualities i will not play it. if we reach the point where it's impossible to tell, i'll simply stop playing games made after current year.
>>
>>3634470
>Are you going to give in to pressure and use IA to make your RPG?
Definitely not. Although I did program a rudimentary AI for enemies.
>>
>>3634470
it is working its way up to the suprememe court in the US that nothing generated by an AI can be copyrighted, so no, AI is going to become a useless schizophrenic chatbot
>>
>>3634481
Bretty good desu. The real risk with AI is the dead internet theory, internet traffic is becoming more and more riddled with AI generated text, images and video. So its not gonna be monetizeable but its gonna make everything worse for everyone for free.
>>
I got an idea to make a tactical, turnbased rpg. It would be combat only and I'm going to be making it gridless like Divinity Original Sin. At the moment, I don't know if I'll make it 3D low poly or 3D with 2D sprites. Currently, I'm having trouble finding a good sprite pack to test with- unless I grab sprites intended for platformers. On the bright side, I already have the skeleton for the combat state machine setup.
>>
>>3634487
>I already have the skeleton for the combat state machine setup.
Nice
>3d or sprites
I figure 3d is better in the long run. Swap, reuse assets, configure, flexibility etc.
>>
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guys my game will look so cool end of day. i need to chainsmoke and work!! because now the AI swarm commander can execute strategies but I need to define the strategies. rolling windows of statistics.
>>
>>3634487
>3D with 2D sprites
Do you mean isometric, 2.5D or like a DOS boomershooter?
>>
>>3634496
no no no. 3D with 2d sprites is like paper mario. I forget the name, its called billboard rendering or something like that. you get the benefits of 3D perspective while still doing 2D assets.
>>
>>3634498
>billboard rendering
Yep, like a boomershooter. Its 3D space but you see sprites in 2D facing the player.
>>
>>3634482
i think the most legitmate use for an AI in a vidya, would be to be the most insane group of NPCs ever, where you could probably figure out how to make it play dungeons and dragons, and be the dungeon master, and just throw zork style stuff at you, then a tactics grid for combat
>>
>>3634470
>IA
Latino or Frenchie?
>>
>>3634500
I've actually thought about this in the past. Could be good but I don't have anybody to play D&D with now nor the time to train a LLM on D&D.
>>
>>3634502
as for me, i'm so old, i only know how to play AD&D 2.0, so i'm not interested in learning 3.5 or whatever they're up to
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>>3634506
>so i'm not interested in learning 3.5 or whatever they're up to
notAnon, 5th edition has been out for 10 years
>>
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>>3634470
I'm using it for learning how to draw. Just general idea generation or getting some colours, because I'm really bad at those. If I could just integrate it into my art program and tell it "fix this wobbly line" that would be all I need, but of fucking course it can't do that.

>>3634498
I actually recommend against billboarding for your characters, it causes a lot of weird alignment issues. I don't have any webms that show this off properly since I switched to 2d planes with fixed alignments, but billboarded sprites where wacky in the foreground.

>>3634500
>>3634502
>where you could probably figure out how to make it play dungeons and dragons, and be the dungeon master
You can already set something like this up, but the performance just isn't there. You're traversing a multi-GB file serveral times for every input and the better the model, the bigger they get. Worse, how long the model can work before going insane is directly tied to your VRAM and Nvidia will stay stingy with it for gaming cards to force business into buying their datacenter cards.
The first thing you'll see will be AI-assisted conventional content, if you count "we fired half the staff and told the rest to triple output because we gave them a ChatGPT subscription" as AI-assisted.
>>
>>3634501
Fat fingers like the OP pic.
>>
Explain this >IA meme to me
>>
>>3634516
cris?
>>
>>3634521
Thought the same thing but has he tried doing an rpg? Well he's been over 10 years trying stuff so he probably has tried making rpgs as well
>>
>>3634508
that's how out of that game i am man, and my circle of friends made me be the dungeon master, because their quests were stupid, like let's go a kill a dragon, i was designing things like zelda/metroid, where you had to get the thing to go to the place to the thing to to the new place, then refused to play a cleric, and even though the dungeon master's guide explicitly states you never self insert yourself as an NPC, because you know everything, and they know nothing, and that if they refuse to play with a cleric, you have to make combat significantly easier, i got sick of it, and made them rescue a princess then they thought they were fucked on the next session when this princess is actually a cleric that just turns 20 low level spooky scary skeletons in 1 blow

my dad when my parents got divorced abruptly threw out my huge collection of d&d figurines and books, and when i looked into how much a copy of the monster manual is on ebay, jesus christ, it's like $130 for a used copy, he really fucked me over
>>
>>3634473
You are gonna have to stop watching movies, reading anything, looking at art or even listening to music. At some point every bit of entertainment in the world will come from AI
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>>3634491
>Nice
Thanks.
>I figure 3d is better in the long run.
Yeah, I'm starting to think the same thing. Even though 2D sprites might look nicer, I would need the characters to have at least 4 facing directions. Then you have to worry about which direction to show depending on the camera.
>>3634498
>>3634496
>>3634499
Yes, I meant something similar to Paper Mario and boomer shooter DOS sprites.
>>
>>3634470
I trained a bot on my own opinions. It's set to respond to certain keywords on 4chan and respond with more or less what I might say if I could be bothered to say it. Automation sure is handy.
>>
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i am going through old screenshots of my game and realize it had lots of SOUL. i like the new look, but one day I want to RETURVN to this.
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>>3634525
For what its worth its really easy to get manuals in pdf nowadays.
>>
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>>3634530
i tried to talk to the gemini built into my phone about yosho spikeman philosophy, but it has the memory of a goldfish and i can't get it to pick the conversation back up

**Expanding the Yosho Spikeman Universe: A Multiverse Exploration**

We're proposing a radical expansion of the Yosho Spikeman lore by introducing the concept of a multiverse. This means there isn't just one universe where Yosho prevents the Spikeman from destroying the world, but countless universes with infinite variations of this event.

* **Infinite Possibilities:** Imagine a vast cosmic tapestry where each thread represents a unique universe. In some universes, Yosho succeeds in stopping the Spikeman, while in others, the Spikeman reigns supreme. The possibilities are endless.
* **Yosho as a Multiversal Entity:** Instead of being confined to a single timeline, Yosho becomes a transcendent figure capable of traversing these infinite universes. This opens up exciting avenues for exploration. Perhaps Yosho is on a quest to prevent the Spikeman's dominance across all realities, or maybe he's simply an observer, witnessing the countless outcomes of his actions.
* **The Role of Flube:** The enigmatic Flube takes on new dimensions in a multiverse setting. Could Flube be a cosmic being existing in every universe, a silent observer of the chaos? Or perhaps Flube is a catalyst, influencing events in subtle ways across different realities.

By embracing the multiverse concept, we unlock a wealth of storytelling potential. We can explore the philosophical implications of free will versus determinism, the nature of identity in a multiverse, and the ethical dilemmas faced by a being who can witness the suffering of countless worlds.

This expansion also allows for the introduction of new characters, conflicts, and alliances as Yosho interacts with different versions of himself and encounters new threats across the multiverse.
>>
>>3634534
mmm, i just keep getting malware over and over, and you can get malware in a pdf from just looking at it, and i wanted the book to run a campaign against myself where i played with the absolute worst party combo ever, a high level wizard and a priest, and nothing else, and treat it like an arcade game, and just see how long i can survive
>>
>>3634528
>I would need the characters to have at least 4 facing directions
Isn't Paper Mario just 2 sprites though, front + back? You can still reuse a lot with sprites, it'll just happen in your graphics programm instead of your game engine(for that there's 2d bone animation, but the tooling is lackluster or expensive).

>>3634521
>>3634524
I don't know who you are talking about but I get the feeling I should be insulted.
>>
>>3634543
Cris is an infamous namefag from /vg/agdg and other boards that has been making game prototypes for a decade without releasing a full game. Your webm kinda reminded me of what he posts sometimes.
>>
>>3634470
I use it in ways that are impossible to tell.
Copilot, chatGPT for writing ideas, Stable Diffusion for art ideas. Then, I write and draw myself.
>>
>>3634527
even if that did happen, so what? there's already more incredible media out there than i could ever consume in my lifetime.
>>
>>3634481
Putting a price tag on something doesn't entitle you to a sale.
Copyrighting worked doesn't mean people find value in it.
>>
>>3634551
Thats how its meant to be used. A tool for sketching stuff. Its like having an intern that can do a little bit of everything. At least I use it like that, even for work. Like I ask it to turn a script that someone else made and fit my current needs, handle more cases, etc. You ask for one degree of complexity more and it goes to shit, and why shouldn't it, it has its limitations as every other tool.
>>
>>3634527
yeah, I've considered that
truth is, I'm getting old
I have enough books to last me a lifetime
and I still haven't watched all 6 bajillion star trek episodes
running out of entertainment is going to be a good problem to have if it means I've lived long enough to care
>>
>>3634571
i actually agree with you

i'm not gonna waste any time adding copyright protection to my game, and if i do, all i'm gonna do with the copyright protection is troll you, and say nah, you can't play this game on sane difficulty, play it on insane for free and enjoy getting skullfucked, then if you get to the final dungeon, Steve just trolls you, and says "Because you didn't buy this game, I'm not going to help you at all. Deal with this final dungeon bullshit yourself." then he just teleports away
>>
>>3634470
I won't
creating stuff is the entire reason why I'm creating stuff
and I definitely will not touch anything that I know was made with generative AI (big difference, btw. using AI to do specific tasks, like isolating objects from the background or even scalling linework, as long as the artists don't leave any real creative decisions up to the magic intelligence from the sky, is fine by me, personally)
but I'm trying not to be too vocal about it. and I hope people don't start harassing developers who use generative AI. I don't want people to be shamed into not disclosing that they are using it so that I can continue to filter their shit out
though I'm sure many people will be too proud to admit they're using it, even if it is socially acceptable
we'll see
>>
>>3634597
Did you forget which engine you're using?
>>
>>3634521
yes cris
>>
>>3634605

>I won't
>creating stuff is the entire reason why I'm creating stuff

Exactly.

>>3634470

The only thing i could consider using AI for would be the administrative side of things to have more time to dedicate myself to actually produce art.
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>>3634626
i actually looked into a tutorial on this real quick, don't see any, so the best i can bs copyright protection is have the files check if they're in the proper steam folder
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>>3634470
I use AI for checking my dialogues for mistakes and for code suggestions. I wouldn't use it for images, voice acting or videos even if it's tempting.
>>
Got infinite terrain working.
This is in Vulkan and C. I'm using naive surface net voxels in voxel grids ( no oct-trees ) generated on the GPU. Will use a clipmap LOD structure of truncated SDFs emanating out from that center position ( Gold Cross ) you see over the chunks.

The Gold Cross is the chunk that the Player is in. You can see it shift as I fly over the Terrain.
The Terrain will have farther render distance, I just made it 3x3 for demonstration. In real gameplay the player would never notice chunks loading in or out like this.

Making 3D Dwarf Fortress.

Praise be to the King Jesus Christ.
>>
>>3634820
Awesome, looking forward to seeing more of your work
>>
>>3634825
thank you, God Bless.
>>
Is RPG maker really the best option for doing a classic JRPG?
>>
>>3634605
>creating stuff is the entire reason why I'm creating stuff
This
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>>3634830
Vx and m series have the most plug ins, so yeah.
>>
File: Mongol.jpg (2.77 MB, 2560x1440)
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I haven't opened Mongol in over two months. Using Unity feels alien-ish to me.
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>>3634820
that's cool man

i was dicking around with octants for an idea for an fps, because i got so bored with my life, i was like "ok, let's learn directx"

then i got my last job before i applied for autism bux, unloading a truck during a graveyard shift at target, realized i needed an AAA studio to make graphics for this game, and just kind of threw it in the vault?

why aren't you using octants btw? and if your game is 2d, then you need quadrants that operate the same way, they're very fast when you're dealing with collision, you may get huge perforamance gains
>>
>>3634855
How easy is to get autismbux where you live? Never got a diagnosis but it would be great to become a neet and focus in my passion project.
>>
augh, i baleeted and reposted because i made so many fucking typos. coffee has not hit the bloodstream yet

uji Sakai
10/13/24(Sun)06:54:06 No.3634865
>>3634857 #
United States, very difficult
i had to get fired from like 5 jobs, and the final job at Target, instead of fire me, cut me down to 5 hours a week, for my psychiatrist recommended i apply

i got rejected, and my response was to attempt to jump on a bridge, and what i learn in retrospect, is they reject virtually everyone, unless you lost a limb or are paralyzed or have cancer or something obvious, then I was in group therapy for so long that HR at Target told me I've hit the max I can be on medical leave and I need a letter telling me to quit my job, so they can flag me as rehiriable if I lose my case, and once I get that, the employee conducting my reconisderation (the stage between the initial application and going to court) just finally snaps and says i've heard enough, i already don't understand why the prior case reviewered rejected you, but it will take approximately 3 months before we can formally make a decision

i had a lawyer tell me if you managed to get this far applying without the help of a lawyer, just do the reconsideration stage yourself, then if they reject you, i'll represent you on a contingency fee

they only granted me autsim bux for 6 months, and i had to do a full medical review form all over again, then i get approved for 3 years, then after the 3 year review, i'm now what they call internally the 7 year pile, where unless i do something that red flags me on the 2 page review form, they're never gonna do a medical review again, unless i do something that triggers a medical review, like make too much money at once like TobyFox did hit charlimit ahhh
>>
the other thing is, while i originally applied under mental health conditions, i now have a neurodegnerative sleep disorder that has gone off the rails so hard i need to be assblasted on more diazepam than solid snake to keep it under control, and if i don't sleep for like 4 days, i start talking to the area 51 aliens again, and while they're pretty cool to talk to, that's not a good sign

i also have a rare blood disorder called pernicious anemia which is doctor speak for your body can't digest b12 from food so its starts attacking its own nerves and brain to get b12, then you go insane and die, and in ye olden times, i would be dead by now. because i was a mental health patient, i got chain locked up in the psych ward on and off for 4 months, because the idiots psychiatrist passed off what was obviously a chronic pain issue as a mental health issue, and right as soon as they test me for it, my b12 is "crititcal", below 100, as in i'm literally dying, and i need weekly injections for a while, and they're still having trouble keeping it under control, most people only need a 28 day injejction, but we've had to escalate from 21 to 14, and if that fails, we need to escalate to 7
>>
that's part of the reason why i've been going hard on jrpgs and other turn based or semi turn based games anymore. i don't think i can play quake, starcraft, or league of legends at the skill i used to, my mind is intact, but i'm constantly making typoes and tipping chess pieces over, i'd forfeit a FIDE regulated match
>>
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I sometimes wish I had the talent necessary to make a game like Disco Elysium or Baldur's gate.
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>>3634878
that's not even possible, a game on par with Baldur's Gate requires a full AAA team, because everyone needs to be a specialist at what they're doing, no one can write code, write a story, and create all the different types of 3d graphics they need, a retro game is doable, because of technological advancements, and it would be doable of the US suprememe court decided that AI generated art cannot be copyrighted, because you can apparently train it to spit out 3d models and very detailed 3d maps
>>
>>3634884
>A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. >Specialization is for insects.
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>>3634878
Isn't Disco Elysium just a walking and talking sim. Like, what about it can't you do. The art?
>>
>>3634965
that quote is from a fictional genetically enhanced superhuman immortal with a taste for incest
>>
File: 10 12 nice cape.webm (3.26 MB, 1274x720)
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going to be releasing in the coming months after a long dev cycle, and when i do i'll return with keys for any who'd like one. this thread is basically where i started and i'm glad to see they're still being made
>>
>>3634988
He is a libtard that thinks discoshit story is good.
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>>3635000
Absolutely based kalemonbro I hope I'm quick to get one.
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>>3635000
Is there a tutorial out there on how to make that Red and Blue Orb look alive and cool like that? I think I'm going to add a red one to my game.
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>>3635000
Holy shit how much you have improved
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>>3635000
Hows your game mechanically? Is there a passive dodge?
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>>3635000
>highlighting enemies behind walls
>this is only an issue because the perspective is fucked in the first place
Dude no, what are you doing? Who allowed you to get this far like this?
>>
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>>3635031
>>3635067
cheers

>>3635059
it's just a moving texture for the "fill" and a texture in the back that becomes more opaque the less health or mana youve got. nothing too complicated

>>3635073
yeah, it's a diablolike in it's core. nothing too unusual. items grant passive dodge and physical dmg resistance

>>3635077
the highlight is a toggle. you can have highlights on mouse over, highlights when obscured, or always-on-if-in-range highlights
>perspective is fucked
it's just the standard diablo perspective.
i have a half-working FPS mode if you'd prefer that, but i like the arpg style more.
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>>3634855
the game is 3D and I am using voxel grids, not oct trees. They're just easier to use on the GPU. As for performance, yeah I have an optimization phase planned in which I'll go through the entire code base with a profiler.
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>>3635097
>it's just the standard diablo perspective
Not since diablo 2 which has far more aggressive wall transparency, no.
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>>3635097
Dungeon Keeper (possess mode) vibes
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>>3635100
Oh and just as an example, in pic related I'm as far as I can possibly go to the wall. Neither the player character nor monsters can be obscured. Granted this is D2R but more or less same thing as the original D2.
>>
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>>3635134
For comparison, in PoE the angle and scaling is just changed entirely. D4 is similar.
https://youtu.be/FscrvE05GNo
>>
>>3635134
>>3635137
i see what you mean. doesn't really bother me while playing though, even after hopping off diablo2
>>
>>3634543
>Isn't Paper Mario just 2 sprites though
Yes. I guess I could also use a sprite with a front and a back as long as I added another visual element for displaying the direction a character was facing- needed for backstabs and flanking.
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>>3634473
Almost every video game ever made and many computer programs have AI-based qualities.
>>
>>3634520
It's the acronym for artificial intelligence in French, maybe other languages too.
>>
>>3635173
>as long as I added another visual element for displaying the direction a character was facing
You could always go isometric. Then you only have to draw front and back sprites, flipping them to cover all four quadrants. I'm not generally a fan of isometric sprites but I think heavily stylized ones like Ogre/FF Tactics look good
>>
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>>3634470
Progress posting.

I've been playing Metaphor and really like some of the things it does.

I like the explanation of the in game music the player hears being a result of magic and wanted to take it a bit further, I implemented a skill that can change the music playing on the map, but also it makes it so that if you select the second track you get a buff at the start of the battle if you have the MP for it as it will drain it slightly at the beginning of each fight. This is done through a key item obtained at the beginning of the game and also allows me to explain UI elements and icons showing shops / quests/ items etc.

I've been messing around with enemy behavior also. In the webm if you're of a certain level and do the on map attack instead of going into battle you just skip over that and kill it. The display for this needs some polish of course. If you aren't of the level needed then the fight begins as usual. As before, your equipped weapon will determine when your ambush is successful what status effects/debuffs/buffs the enemy or party gets but now I kinda want to make it so that the attack itself changes depending on the weapon. Your intimidation attribute can also make enemies run from you even if higher level but I may need to modify that. Enemies can still ambush you of course.

I reduced my hub to just two small maps due to performance issues for the demo. It's a bit cramped but I think it works better this way. I've been minimizing some of my maps also since I made that beginner mistake of making stuff too big.
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>>3635188
>front and back sprites, flipping them to cover all four quadrants
Unless the sprite is asymmetric, like a sword in their right hand
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>>3634470
Will surrounding myself with monitors make me a better gamedev?
>>
Steam Fest is soon. Highly recommend it if you release on Steam, should honestly be required. I'm getting an itch to do a 3D Xcom-lite in the future.
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>>3634473
You remind me of the heavy set 20 yr olds that complained about the design change in magic cards a couple decades ago. I was pretty young and hated it also, but these guys all were gonna quit and yet they didn't
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>>3635223
Yep, unless the item is a separate socketed sprite that somehow looks decent moved over. For games that only show the weapon during attack animations I really don't think anybody gives a shit. In fact I think barely anyone cares either way. I can't make a list of all the games where held items or details change hands because I'd never even take note
>>
>>3635278
>I really don't think anybody gives a shit
If were talking SlopMaker games and their players, yeah probably not.
>>
>>3634527
Brother, I don't think you realize how many movies, books, art pieces and songs exist at this point in time.
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>>3635272
You remind me of a nigger in a pink diaper.
>>
>>3635022
>He is a libtard that thinks discoshit story is good.
Disco Elyisium's story is pretty good do.
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>>3635302
If we're talking every commercial sprite based tactics game I've ever played
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>>3635000
based ngl
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>>3635259
Damn my demo isn't ready
>>
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Progress post, I got the desert biome up and added some obstacles here and there.
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>>3635188
Thanks for the suggestion. What I'm planning on doing is, when a unit's turn comes up, and that unit is owned by the player, the player takes direct control of the unit like in Mario + Rabbids and what I've seen of Valkyria Chronicles. Basically, you directly move your units like in a shooter or 3d platformer.
I just got the player's movement working. At the moment, I'm trying to figure out how I want to handle selecting a skill to use. I don't know if I want to use a hotbar or have a simple menu with buttons that you can open up. I'm also figuring out how I want to limit movement, but I'll probably do something simple like moving every x meters for a particular unit == 1 action point.
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>>3635504
I like it. Good environment.
>>
>thinking about putting up a steam page already
Dunno where to start, any guides for this?
>>
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>>3635697
Figured it out. I check the distance moved from the last position and add it to a variable storing the move amount. When you reach x meters, it counts as as an action point.
>>3635504
Sweet terrain.
>>
>>3635697
>>3636652
Thats certainly an approach I haven't seen in other games, its either grid or RT with pause.
>>
>pressure
There's no pressure. I will use AI because I like AI and wish it succeeds.
>>
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Blogpost warning: so with all the stuff going on with pokemon's teraleak, I remembered that time almost a decade ago that the datamine of pokemon Sun and Moon showed that the developers had put copies of the same character several times throughout the code because she was apparently in 90% of cutscenes and they copied the model in the files so it was loaded in each map in order to (apparently) load her fast every time a cutscene loaded.
Now, having used game engines and having programmed some small rudimentary engines too I question the thought: wouldn't they be able to preload important characters in memory when booting the game? Like if a characater model that's 10mb in size at most wouldn't be a problem for the RAM but it could be a problem if you have that model copied 100+ times in the game files (1GB in copies of a character. Is this train of thought right or am I missing something? Game Freak has always been painted as being bad at game development even with all the budget in the world, their last games were really glitchy but this specific case could be different.
>>
>>3636483
https://partner.steamgames.com/doc/gettingstarted/appfee
500,000,000 picoseconds in duckduckgo
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>>3638941
nintendo likes to program things for raw efficiency, that's how they work such decent artstyle (NOT GRAPHICS) out of such low spec hardware, and if when you're dealing with raw pointers, loading the same thing over and over can save space on your RAM if you have space in the data to store it

if they needed to clear out more space in the ROM to fit their game, that's probably what they would have optimized
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>>3638947
I guess that makes some sense, but the 3DS pokemon games had framerate spikes, although I don't think it has to do with the extra model copies. So it just feels like their program paradigms are bad.
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>>3638951
actually, when you're loading the same model over and over, that results in performance gains (that's how elder scrolls can get so many characters on one screen without dying, all the humanoids share a model, all the elves share a model, and then the khajit and argonians have a unique model)

without looking at the block of code in question, i assume the reason they have 500 copies of it, is that it has a lot of animation frames, so they might be gaining efficiency by loading smaller versions of the models one at a time

i really can't tell without looking at it
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>>3636652
Cool stuff, interesting system.
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>its another I miscalculated the amount of time these features would take to implement episode
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>>3638968
Thanks. I'll see where I can go with things.
>>3639438
I know that feel. Recently had that experience where different things ended up being way less work and way more work to implement.
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progress report
>on the surface
Its pretty good?
>below the surface
its a mess.
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>>3636652
>movement test
Reminds me of when I first started. God, I'm glad all that code is done. So much effort and time. Writing RPG systems is more fun until it comes to saving/loading.
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I can't get balance right. It seems its either player too overpowered or AI too overpowered or bad scaling.
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>>3635000
this looks like crap and seems like a game made in 90s , consider quitting game dev you're not gonna have any success if it's like this lmao

ur either a nigger or a tranny since ur delusional to the point ur making something that looks like this and u think its actually good
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>>3642087
Balance is obviously a numbers game. Just take the average numbers of both extremes you already tried out.
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I decided to go with a hotbar/quick select. Arc The Lad Twilight Of The Spirits is another game where you can directly move the characters in a battle. You have to open a menu to use the skills in that, and that could hurt the flow.
For skill trees, is it better to make a prefab of the tree for each character class or is it better to just lay them out programatically? The former makes it easier for the tree to look nice, but then it does get tedious. I might cut it out entirely and just have the characters gain new skills as they level up or let the player set any skill they want as long as a class can use it.
>>3641108
It's funny you mention that. I remember when I first started making games years ago and I thought a roguelike would be "easy" to make. It took me awhile to figure out that units should have existed on a tile, and to move them, they had to change tiles.
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>>3641108
I'm on like my 6th fucking rewrite of the character controller and it's still not done. The current iteration still can't get the floor entirely right.

>saving/loading
I plan to just throw everything into a SQLite file and hope that'll do the trick.
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>>3642324
>>saving/loading
I just use excel and convert to json to load lmao
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sand
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>>3642126
Because my formula is really convoluted I went to chatgpt and it gave me some cool insights. If my formula is for example:
BasePower × Attack ^ exp × (const - defense)/const
I can play with an exp < 1 to nerf attack on the upper end of the scale (barely affecting low level damage) and put a constant to affect how defense contributes to reducing damage.
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>>3642596
Really nice effects.
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>>3642087
To quote Zileas, the blowhard rockstar game designer behind lego legend who was a phd math student at MIT and wrote his disseration on the cost effectiveness of a starcraft marine against a zergling:

>The cost effectiveness formula states that for a component, its:

>Game Impact * Durability = Effectiveness
>And it follows that:

>Square root (Game Impact * Durability/Cost^2) = cost effectiveness
Game impact might be firepower (damage * Rate of Fire), or points. Durability might be number of uses, or hitpoints. Cost represents game resources, which are often gold, money or turns (e.g. the "actual" cost of a move in chess is a turn).

>Another useful equation that is primarily suited towards strategy games and other "combat" situations is the fragmenation formula. Fragmentation simulates the fact that in a combat situation, swarms of small units with a sum effectiveness equal to a few larger units are not actually the same in effectiveness. The swarm of small units is always lower in effectiveness, assuming no other subtle factors (such as "overkill" when damage is lost to no useful means). This is because a swarm gradually loses power over time as individual units die, while a large unit or element lasts much longer, and hence, doesn't suffer from incremental loss of effectiveness. The formula for relative effectiveness due to this effect is:

>Reduction in Effectiveness (to smaller units) = .5 + .5(Number of Large / Number of Small for the same cost)
The inverse of the resulting number is the effectiveness increase to the larger units.

Full article I posted in previous general, if you want to understand his philosophy:
https://www.gamedev.net/tutorials/game-design/game-design-and-theory/techniques-for-achieving-play-balance-r1765/#google_vignette
>>
Hit the charlimit.

BTW, i knew Zileas personally in the '00s, and he doesn't balance lego legend on purpose to sell skins. He had this way before DOTA even existed, to have a game with hundreds of characters that rotated in and out over the years, that he called a "tidal meta", and that's basically what we got with league, new characters are almost always super OP on purpose, things rotate in and out as top tier over the years unless they're designed to be what he calls an "intro champ" meant to stomp low level play but be useless in high level play on purpose

in an rpg, you obviously want the cost effectiveness of whatever you're fighting to match whatever it is at the level and equipment you're currently at
>>
>in an rpg, you obviously want the cost effectiveness of whatever you're fighting to match whatever it is at the level and equipment you're currently at

nah, this isn't accurate. coffee hasn't hit the bloodstream. what you want to have the cost effectiveness of the whole goddamn overworld to dungeon from inn to inn or whatever you're using as a topoff point to be slightly lower than what your party's cost effectiveness is, with whatever the boss is to be a larger chunk of the cost effectiveness is. this can be an extremely complex problem to solve, and the reason that a lot of roguelites and indie rpgs fail, is they didn't spend 1 fucking second in M$ Excel or Apache Calc
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>>3642894
>>3642896
>"tidal meta"
Smart.
That shit is interesting. Maybe I should learn math.
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>>3642896
Every time you write lego legend I think about legos instead of LoL
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>>3642898
>what you want to have the cost effectiveness of the whole goddamn overworld to dungeon from inn to inn or whatever you're using as a topoff point to be slightly lower than what your party's cost effectiveness is, with whatever the boss is to be a larger chunk of the cost effectiveness is.
Can you elaborate? The cost effectiveness of healing in an inn vs the party healing themselves? And then the boss' cost effectiveness being larger than that?
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>>3642899
yeah, in the AAA industry, this is usually the work of just 1 or 2 people to keep absolutely everything in their head in a massive spreadsheet, and it's a coordinated effort between the artists and game designers to figure out what characters to make do what

it's a terrible example, because the game has so many bugs and is a balance mess even if you fix them, but in FF6, the job was the work of 3 people, Yasuyuki Hasebe and Akiyoshi Oota under the title "Battle Planner", doing all the math, and Akihiro Yamaguchi under the title "Battle Programmer", who made a ton of fucking pointer errors that somehow got past beta testing

this isn't an rpg, but john romero understood the same vidya math and balanced Doom Ultraviolence around it, assumed Nightmare was unbeatable on an ironman run (no saving), was surprised people could actually beat it, then cranked up in the insanity in Doom 2 Nightmare to make absolutely certain you needed to be an absolute god to Nightmare mode ironman that one

a couple of the philosophies that i can tell you from talking to tom personally, is that think of mana as if it's ammo, where you can actually figure out a mathematical max of how much damage you can spike out in a combat scenario

be very careful with raw percents, because as you get closer to 100%, you exponentially start to hit infinite cost effectiveness depending on what you're doing with it, like a resistance, and i can tell you for a fact when he invented CDR he thought the 40% cap would be good enough, took him over a decade to realize it wasn't, and that's why he invented AH

finally, i can tell you one other thing, that i know how tom operates, he's still balancing LOL from the shadows, and the current balance lead, phreak, the caster everyone but me seems to hate, just tells him what he thinks the balance problem is, then he breaks out the triple integral needed to figure out how to fix it
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>>3642914
sure, i can try, because i'm literally Yuji Sakai capable of writing endless walls of text, so you might get 2 or 3 posts out of this

when you're healing yourself, there's two ways you can interpret it - not only the opposite of DPS, but also what they call true damage in lol, where it ignores all resistances, so it's a lot stronger than damage. FF uses the opposite of damage philosophy, and that's why white mages spamming cure-all on your party is like totally necessary to win fights

or increasing your total max hp, and that's why regen effects are notoriously difficult to balance and usually very fucking slow, because if they move too quickly, you cost effectiveness becomes infinity, unless you somehow get spiked with so much simulataneous damage that you get 1 shot. this is why healing and regen effects in lol are usually extremely weak relative to damage, where they do a spike of healing that's on par with the dps but the cooldown is so long that it's not spammable

the fragmentation formula is extremely useful when balancing a jrpg, because every single individual encounter is essential a fragment within a fragment, and you can calculate the average number of encounters per step and figure out exactly how many battles you can survive before your resources are completely exhausted

as far as jrpg bosses go, they are usually a tanky meatball that has very high durability with similar damage output to the random encounters in the area you're currently in
>>
unless you are designing a tactics RPG like FFT or ARPG like diablows, you don't really need to look at movement speed, which is the formula that tom cracked, and if i had the common sense to hold onto his dissertation, i would be straight up holding onto a rito trade secret, how they crunch the gold cost of speed. MIT rejected it under the reason of "no practical economic use", he immediately dropped out and it wasn't much longer before he was working directly for blizzard balancing wc3:tft and wow, a game he absolutely fucking hated making, and ragequit blizzard right as soon as he was done making classic vanilla wow, which people seem to prefer over all the expansion packs since he quit. so god damn, he made MIT look stupid, and they really should give him an honorary degree at this point

as far as JRPGs go, if it's a DQ/FF1-3 style combat, then you don't need to worry about speed at all, everyone has basically equal speed, and in FF4 and on, ATB uses a linear formula so it's just a straight multiplier on your total cost effectiveness, and it's one of the reasons why haste is usually one of the most bullshit buffs, because it's a multiplier on everything you can possibly do

as far as topping off at an inn goes, you are spending a negligible amount of your resources for a full reset on your remaining cost effectiveness, and the way FF does it is that this negligible cost slowly increases the farther you are away from the starting location, usually to the value of beating a single average random encounter, so you can never get truly hardstuck
>>
what i noticed when i was romhacking and working with a rom hacking and editor of ff6, i noticed something, hmm, seems like they're just using the cost effectiveness formula, then multiplying the monster by x^2 to decide how much exp you get, so i took the sqrt of every single monster exp, and ended up with an absolutely brutal challenge hack where enemies were actually cycling through their whole battle script, made a couple of tweaks to spells and abilities.

safe and shell were 2/3 resist instead of 1/3, vanish was completely replaced with image, which was pretty useful in the WOR, osmose was just straight up deleted, x-zone was an absolutely hilarious umm, guess i'm screwed in this random encounter button, and was a target-all spell

finally, i did something extremely clever. the absolutely useless defend command finally has a use, where it has a 100% chance of blocking a single target physical attack against the back row, and it took a lot of poking around the code, because it wasn't documented, but terra's morph command consumes no ATB, so i figured out what flag to throw to make the row command consume no ATB, so anyone who got fucked up could immediately backrow and get someone tanky to cover them. this is something i programmed into an RPGmaker prototype but i gave up on that app because it's an undocumented mess

i also gave the armor and magic resist %s a complete balance pass, where they were basically class based and gave you massive stat gains depending on what type of armor you had equipped

finally, in order to try to fix the physical damage formula, i had your crit scale off your vigor, picked sabin to be the dude who went all-in on vigor, and goddamn, that dude had an absurdly high crit by kefka's tower
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the final thing that happened as a result of these balance changes, is any heavy magic attack would completely fuck you over in the WOB, so celes was quite simply not an optional character at all and frequently needed to do nothing but runic and let your allies cast runic while letting your allies cast spells while runic was down, it was a really tight timing window

in order to speed up combat, the ATB speed took off to 88 mph while no one was in command queue, then became very slow if anyone was in the middle of an attack at all, an algo that favored the monsters. rpgmaker used some sort of really weird curve for their ATB speed i didn't like at all, because it made it fucking annoying to figure out the cost effectiveness of things, so i programmed it to work exactly like ff7, where the absolute fastest thing is always the same speed, and everything else is a % slower than that

this whole row/defend synergy is going to be a core mechanic of my indie rpg, where if you don't do it, you're going to get absolutely skullfucked in fights

ok, i'm done walling, i'm going to make another pot of covfefe. any other questions?
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>>3642946
Nice on the FF6 hack story, and the row system sound fun, don't recall games that use it.
>>3642934
What I was wondering is about what happens to games that give you heals for free like pokemon. Obviously you either pay for healing items or you exit wherever you are to go heal for free. Its like the player's time itself becomes a resource.
>>3642927
So the bosses usually tend to be just longer encounters that force you to use your resources better, idk if its lazy to just slap more hp, I guess is why some games like FF are so dependant on having a healer along.
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>>3642966
when a heal is totally free, it's based on how many steps it took to get there from point A to point B

ff6's gold flow is very carefully calibrated to give you exactly what you need from town to town if you know the exact optimal route to walk, and anything else is gravy that you're supposed to collect on the return visit, so in my romhack, i didn't fuck with the gold income at all, and i'm honestly not sure how they decided it, the numbers seemed totally arbitary. when i got ff6 pixel remastered, there's an option to change it to 0.5exp and 0.5gil, and on my first run, i did 0.5exp and left the gil alone, because it was way easier than my own sqrt hack. i took a hiatus from it because i'm hardstuck and need to grind, but i've been working on a 0.5exp/0.5gil/0 magic ap challenge run, which is even more brutal than the snes no challenge run, because terra doesn't have a special ability and you can't learn magic from equipment

i currently don't have the gil to afford the number of phoenix downs and high potions to deal with the floating continent, and i can't even fucking get there, because i keep dying to the fight after ultros. i need to get terra to level 22 to learn fira, i got her to level 21 and then realized i'm going to need to grind the floating continent for a long time to get enough gil to afford stuff you can't buy anymore in the WOR

another thing i did to cheese pixel remaster, was because i was familiar with the ASM, i knew they weren't going to fix 2 bugs. you can't kill phantom train with a phoenix down anymore, but you can still kill it with an x-potion. also, because setzer's dice is one of the absolute first things they check for, it doesn't get the offering/masters scroll 1/2 damage debuff, and his dice scale off of nothing but speed, so all i did to setzer was esper twink him into nothing but speed, and he absolutely steamrolled everything in kefka's dungeon, including the final boss
>>
i also have an honor rule in kefka's tower, where unless i just picked it up from a chest, you can't trade equipment around from party to party, in order to make you think about wtf to gear people with, because you can't get 12 sets of genji equipment, and i realized because i realized i actually needed the exp and spells people didn't know to defeat kefka, i used mog, but i didn't use the moogle charm at all

i also decided on this run, if i don't remember where something is, i'm not consulting a guide at all, i just don't get it, oh well, so i fucked up and missed both the rune edge and tempest, with the rune edge being a really OP item until you finally get the endgame swords, and the tempest for cyan is godly if you actually skill him into magic power, because it's a 50% proc chance and not many things resist wind
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>>3642985
You realize you're destroying this thread, right?
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>>3642987
Kek fuck off, I was just enjoying reading his posts
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>>3642987
At least half of what he posts is significantly useful, I don't mind the bumps
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to get back on top of rpg game design, as far as the armor rework with, the armor in ff6 is basically split into 3 classes, mail, vests, and robes, so mail had +7 to vigor and stamina, and -7 to speed and magic power, which slowly scaled back to +0 as the game went back on, and mail provided solid physical and magic resist

vests provided +7 to speed and +7 to vigor, but had really shitty magic resist, and slowly scaled back to +0 as the game went on

robes gave +7 to magic power, the most broken stat, and also gave you the +50% mp relic buff, and provided basically no physical or magic resist whatsoever with the cotton ones, and slowly scaled back to normal with the weird costumes for strago/relm

the genji equipment and paladin shield was completely unchanged on resist, but gave +7 to all stats

as a result, this added a lot of fucking diversity to the character roster, because depending on what they could wear, you could basically give them a warrior/ranger/mage class

finally, in order to make the gauntlet OP as fuck, i combined it with the hyper wrist, so it caused an immediate spike in your crit %, and was super fucking useful on locke, the dude with the best physical attack stats in the game
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>>3642987
yes and no, sorry i went a little off topic with my playthroughs, but i got back on topic of game design in my last wall, and now i'm going to go do irl stuff, have a nice day
>>
anyway, before i go do that irl stuff, i'll just mention one other thing, i'm using my [s4s] namefig to do you all a favor, if you honestly find the loremaster fucking annoying, just filter me, and unhide me if i get a (You) and appear to have finally said something useful

i'm a literal high functioning autistic savant who doesn't even think in sentences, i think in entire pargraphs, and types a straight 150wpm stream of consciousness

the other things i've noticed about >>>/vrpg/ in general, is that a lot of you guys seem to like my walls, and i have a very simple theory as to why. in order to play an rpg, you actually need to be able to read words
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>>3642966
>What I was wondering is about what happens to games that give you heals for free like pokemon.
I wouldn't call what pokemon does a heal, rather it's your rest point from which you set out on a gameplay session. When you add a fee like the usual inn that just means that there's a minimum performance threshold that players must meet or fall behind.
I think most of the time it's just a token amount for immersion, because balancing to have the intended effect without risk of creating doom-loops or low-level grinding is a pain. Dark Souls also has "free healing" in that way because its not interested in challenging your ressource management over multiple hours or entire playthroughs.

>>3643002
>in order to play an rpg, you actually need to be able to read words
Nah, I think it's just board size. This place is pretty small and threads move slowly, so you don't get the dopamine junkies and cheap trolling that plagues the rest of the site and drives away people actually interrested in the topic. You see a similar effect on the /g/ thread, and in both quality goes to shit when posting rate increases.
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>>3634473
see if a game doesn't have it I will not play it to even it out
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>>3643259
i agree with you in addition to everything i said as well

i think part of the reason this is slow board is that a lot of games you guys discuss are retro rpgs or remastered ones, so a lot of us are in the 30-50 age range bracket, i'm personally 39 myself, whereas >>>/v/ is dominated by underaged zoomers
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>>3643398
Please listen to >>3643259
As others have said, half (I'd say a quarter) of what you post is really interesting, but this is a slow thread: if you spam it with off-topic shit, you kill it.
BTW it's curious that as much as you love to write, you never give feedback to other anons.
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>>3643493
sorry, i need to follow an oldschool meme, and LURK MORE
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>>3642596
Really nice sand storm, it seems 8bit and looks great at the same time.
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>>3643493
ok, after flipping through the thread, i can see absolutely no context behind any of the images you are posting, perhaps because i need to LURK MORE, and figure out who is designing what kind of rpg, but based on 5 second out of context gameplay webms, i have no fucking clue what to respond with, sorry

if anyone were to discuss the hard mechanics of their game, their plot, or their characters, yeah, i could give endless feedback on any of that, but i don't see how i can work with what i got

i'm also a high functioning autistic savant, and it's just kind of ingrained in your personality where it just doesn't seem like you're listening to anyone else, when you're passively taking it all in and might have something to respond with eventually

also, when i first showed up in your thread, i just had surgery and was on heavy painkillers, so that wasn't helping with my sanity at all

i'll try to blend in more in the future
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>>3636483
here, i'll respond to someone and help them out

you need to pay for a steam developer account, then it gives you access to all the steam library stuff you can code into your game to get achievements and cloud saves and stuff, and if you the source engine itself, you can even spawn servers, here's a link

https://partner.steamgames.com/

according to google, the developer fee is $100 USD, but because of exchange rates being insane all over the world, it might be a lot more money than what $100 feels like in the US, if you know what i mean
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>>3643500
Much better.
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>>3643259
>When you add a fee like the usual inn that just means that there's a minimum performance threshold that players must meet or fall behind.
I guess that pokemon just has a lower bar, no matter the performance there's not much to lose and the odds are mostly in favour of the player because not many trainers have a full party so losing some party members doesn't have real consequences.
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>>3643500
Thanks I completely forgot about achievements to be honest, it would be really uncool for my game not to have that. I'm europoor so I guess it will be around the same even with the euro exchange being higher, anyway I'll go forward with this soon.
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>>3643500
I'll give you a QRD for the games I know because I'm working from home and I'm kinda free
>>3634839
>mongol
Surreal game about a walking head. A lot of people call it schizokino because of the style. Lore is 6000 pages in google docs. At one point it time it was going have karl marx as a character?
>>3635000
>Tower of Kalemonvo
An orblike (diablo like?) with tons of options and a clean tablet base character to build however you like, one of the oldest games here.
>>3635504
>Bestiary
Digimon World + zelda game, has been in dev hell for 3 years.
>>3642596
>Mirrored Soul
An SMT like with really cool aesthetics, a fusion mechanic and several other features.

There's some "new" untitled games in prototype state I hope they make it, there's other recurrent games that have yet to post progress, maybe finished or moved on?
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>>3643563
>there's other recurrent games that have yet to post progress, maybe finished or moved on?
I've been making a few lewd dungeon floors, so I can't/wan't show too much.
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>>3643568
How could I forget GBA homebrew guy, still going strong I see.
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>>3643563
tell me more about mirrored soul

will i be able to get hardstuck in this one, because that's what happened to me in SMT. after i died in the nuclear apocalypse with no possible way to recover, i realized they fucked up with the math on the assault rifles, and the ones you get are actually worse on DPS than the Berettas you get before the world goes boom, and while that's awful game design, it makes sense thematically

i want to give this game another crack, but i have no idea what the hell is going on with my backup for another few weeks (it's a long story, but i don't even have a computer atm, but i will have a govt subsidized toaster very soon, and because i want my game to run on toasters, might as well dev on one, dropped $2400 in my car this year otherwise i'd own a ps5 pro and be nolifing the ff remakes) and i don't know where to go to get the translation hack now that romhacking.net closed up
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>>3643568
my game is going to have a few lewd cutscenes, but it's going to be implict lewd dialogue with fade to black before sxe

i wrote one of these scenes when i took creative writing out the door of college in class of 2010, and the professor said "this scene is fucking hot"
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>>3643563
>one of the oldest games here.
i gotta wrap it up
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>>3643623
No rush, just showing my respects.
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>>3643592
>but it's going to be implict
Why make it implicit when you can make it crude and rude.
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>>3643852
because part of what i'm planning on doing is making the game in neo-ascii that i messed around with in opengl, based on the proto version of the game i made in ZZT, where while the plot of the game has nothing to do with it anymore, but a lot of the personality traits of 3 of the main characters are still exactly the same

if you google nothing constructive zzt, you can see how cringe my sense of humor was when i was 16 years old, and not much has changed, 40 keks

you'd figure it would be my own priority to play my own game once i discovered it still existed somewhere, but something else kept coming up, and now that i'll finally have a toaster pc soon, i'll be able to both do theorycraft for my game and see if my old man reflexes can handle the game i made at all

i'd talk more about the ZZT community, but i don't want to do more off topic bullshit, the tl;dr is they have even worse autism than i do. i got promoted to admin of zzt.org for 3 days and they all mass boycotted the site and irc channel until i was deopped and deadmined, because the owner and a couple other guys really liked me and my game, but the autismos didn't
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>>3643898
>the proto version of the game i made in ZZT
based ngl
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>>3634470
The only thing I would ever consider using AI for is the AI-enemies, and only if it was so good that it would make you cum on the spot.
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>>3643910
thanks
ZZT was literally the first game Tim Sweeney, the founder of Epic, ever made, and the shareware version of it popped off insanely on AOL, as it was basically like some sort of 2d minecraft, but instead of use it to create weirdass worlds for the most part, it was used to tell stories. i found zzt.org cause i was looking for some old ass game, Chrono Wars, and wanted to replay it, and then when I was like whoa it's 2001 and people are still playing this game, i immediately tried to the join their community, but most of them were completely fucking insane, and none of their games were good at all

the original version of the script was going to have a dark ambigious ending, which required you to understand the laws of relativity to understand wtf happened. basically, Doom was going to say "I'm sick of you're bullshit, I'm finally going to break the speed of light and finally kill you." and then teleport backwards through time, and shoot his instant death laser directly at Zanno, but he's so fucking psychic, he sidesteps it anyway, and Doom shoots himself, creating a time paradox, where everything abruptly flashes like mario with his super star, then freezes solid white, and there's no explanation as to what happened, the universe got fucking destroyed

in my new version of the story, it has a happy, bittersweet ending, where all of a sudden, right as soon as you think the world is finally saved, the ayy lmaos show up, and when they attack, i'm going to record myself saying "ayy lmao" and make it super distorted and grainy and shit

the final plot twist, i will never reveal, until the game is complete
>>
anyway, it's way too nsfw to post on a blue board, but i came up with a very interesting way to draw in-combat sprites, by using the actual proportions of the human body, then was using the ff6 sprite sheet to figure out how to pose them. i was doing this in gimp, where it was a pain in the ass, the proper program to use for this would be adobe animate, and i have a lot of experience, but that app is pretty expensive for someone on autism bux, but idk, i guess i could just completely give up on marryjewwanna, and then i could afford it

as far as enemies go, i was just going to get an account with shutterstock, and gimp can do this automatically, and make them a 3-tone color with transparency, but there are ways to do it manually that will make it look a lot nicer, by progressively decreasing the number of colors lower and lower and using flood fill as you go. then i was going to go super old school, and keep palette swapping the same enemies as they get stronger and start using new attacks as the game progresses, and if they're a drone, call them Mk.II, Mk.III, Mk.IV, etc, until you reach the endgame, where i just call them Mk.IXI with a line above it, because that's how you would do 9001 in roman numerals, then in the second to last dungeon, Mk.Infintysymbol, which i'm going to make out of two neo-ascii sprites

my starting point with the neo-ascii is going to be the public domain NES font, which i was messing with in rpgmaker
>>
>>3644048
i forgot a sentence, but whatever. i'm planning on making the drones look like metallic insects, like hornets, scorpions, centipedes, the ones that freak people the fuck out for the most part, and then as far as the ayy lmaos go, i'm sure shutterstock has a lot of area 51 alien stock photos

i need to talk to my stepdad, but he's been really fucking busy lately, but he might know how i could set up a business to sidestep all the bullshit autism bux rules in the US and write everything i need off as business expense
>>
>>3634470
What RPGs you think are worth aspiring to as a developer? It can be something old that would be easier to make with modern engines and systems, or some actually indie stuff out there.

I've tried to search for indie RPGs, but the internet gives me braindead lists citing stuff like Baldur's Gate 3
>>
>>3644153
it depends what your skilset is, sir

if you're a talented 3d artist, go for it, personally, i tried to make a singleplayer campaign quake mod when i was in my teens, tried to learn 3d model editing, and NO THANK YOU. all i could figure out was how to pose existing models. then i failed multivariable calculus as an adult, and i've constantly had a mental block on 3d programming without some tutorial holding my hand. same problem with physics, could solve the problems in 2d, but in 3d, always got F

2d programming and physics, i get it though. and because i'm not dicking around with platformers and i'm making an rpg instead, physics don't actually matter that much. if you're not good at 3d, you should probably try to design something with a retro aesthetic

if you have insanely good microsoft exec/apache calc skillz, you could try designing a diablo style game with random loot and a zillion different forms of equipment and random monsters and dungeons and stuff. i know enough vidya game math to make one, but i don't like that style of game, so i'm doing something that i don't think has ever been before
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>>3644153
>What RPGs you think are worth aspiring to
All classic/popular RPGs have something to go for. And indie RPGs are derived from them.
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Was the coconut in TF2 an obfuscation method of some sort? what if I used a the name or metadata of a photograph as an encryption key? Right now I'm just using a normal 10 digit encryption key defined in the main script (lol), so I was looking for better and creative not very difficult solutions. Searching also pointed me to hash encrypton with SHA-256 but idk.
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>>3644211
>if you're not good at 3d, you should probably try to design something with a retro aesthetic
thats what I did, I think I'm almost decent in 2D but I'd like to give 3D a try after this project.
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>>3644223
get ready to spend like 4 years learning blender at this point then, then like another 1 learning texturing and shaders, then

a lot of people go to college to learn how to do 3d modelling and nothing else, the texturing is handled by a different employee, but there are a lot of public domain ultra giga high resolution images you can work with for textures, i just can't remember the URL of the fucking site, maybe it finally closed, but a lot of the images were literally used in quake/doom, so when they got open sourced, it was super easy for people to make high rez texture packs
>>
>>3644230
even skyrimeme and oblivion used some of the images from this public domain texture site

the way they worked is you got like 3 free downloads a day, and if you wanted more, you needed to pay them a shitton of money, like $100usd a month, for a subscription for unlimited access
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>>3644221
>coconut in TF2
That was just a meme, anon. You can delete the coconut from the game files and nothing will happen.
The 2fort cow on the other hand...
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>>3644403
Well even if it was fake, this gave me an idea that could theoretically work
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>>3634470
Alright. Progress report: I've been putting this off for long, but then I put a lot of work into it just now.

Making sure that the game detects which side the NPC is supposed to talk on, if an NPC talks at all. Transposes the portrait when they are on the other side. Text-wraps (mostly) properly.
Don't ask why that one specific line is bad, I've spent half the day figuring out another occurrence of this bug, and while that is done, I don't have the sanity for the second one. For now it will serve.
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im going to make a DRPG/blobber
so far I have a level editor. it has no file input or output yet, and no game to go with, so it's actually useless.
in the meantime at least I can use it as a mapping tool for wizzery

>Akihiro Yamaguchi under the title "Battle Programmer", who made a ton of fucking pointer errors that somehow got past beta testing
I made a pointer error in this mapping program. by the time I noticed it, I had built and tested so many things on top of it that fixing it broke everything else.
>>
>>3645592
oh whoops. meant to reply to >>3642920 for the 2nd part
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>>3645517
Nice characters, but the text end of line detection sometimes moves a word from one line to the next. It looks weird.
>>
>>3645749
Thanks. That one line is the only occurrence of it in the entire dialogue, I haven't found it anywhere else yet. Like I said, I am sick of looking for it now, getting a headache just thinking about it. Will deal with it later down the line. There is a lot to be done.
>>
Does anyone have the mana seed assets to share with a fellow rp gamedev?
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>>3645592
This is really cool, what did you use to make it?
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>>3646110
Thanks anon. It's written in C++ using Win32 API.
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>progress
the great asset production line is finally on, however I feel my art skills are rusty. Here's a new friend.
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>>3646468
nice ducklike penis mate. now post the front side.
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>>3646489
The tongue could very well reach ducklike penis lengths.
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>>3645592
YUP, that's pointer errors for you

the most infamous pointer error he made was he somehow fucked up evade and magic evade, and they were both pointing at magic evade, so as a result, there were ways in the absolute engame to become completely unhittable unless the attack has the never miss flag

the other famous massive bug, which was more an oversight of the order he programmed everything, is that vanish meant a 100% chance of a spell hitting, which meant doom (since retranslated as death) always hit, because he didn't check for the instant death immunity flag first, but fortunately, some bosses in the absolute endgame

fixing these two bugs massives changes how difficult ff6 is, while it's still pretty faceroll, at least physical attacks actually miss and you get dicked over from time to time
>>
>>3646468
The form is a bit unclear, but the colors are good. I think it might be good to try a pose where you don't need to shadow out body parts (like our friend's leftside legs)
>>
>>3646581
ahh definitely, that's it. Readability suffers from this angle.
>>
What's the ideal number of skills per class for this kind of game? It's basically a jrpg, but there's not story, just exploration, looting and some hub improving mechanics. I'm between 11 or 14. Take into account that each class starts with 3 skills already learned and 2 of the other that can be learned are passive. Each actor can change classes like ffv.
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>>3646613
Why does the number matter? If the game is fun, it doesn't matter if you have 3 skills or 37.
>>
>>3646613
I'm generally a "more options = good" guy so I think 10-15 range is the minimum if you have a normal range of classes. If you have a lot of classes then it doesn't really matter as players will be jumping classes often like FFT or FFV
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I recently started learning how to make my own rpg, is it normal to take hours just to figure out how to do something simple like dialogue that only happens once or am i retarded
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>>3646717
Not really. It can be a little complex to think it all the way through. Like will they say it once, or the same thing every time. Do you ever want quests to change it. Do you want the first greeting to one thing, and then all future greetings to be the same. If it's the same every time do you want to set it in the inspector, or do it through code. It's a lot to work through. Add a dialog and quest system has been one of the hardest things I've ever done, although my dialog will be dynamic.

But also you need to handle interaction logic to even trigger the dialog. Everything takes time.

If you're serious about making a fairly simple RPG I'd check out "Pokemon in Unity" tutorials on youtube. It's like up to 120+ videos now on just making pokemon. Stores, dialog, scenes, tilesets, audio. I don't always like his code, but it really gave me a foundation on how to make video games. And even after watching 100 videos I was till intimidated to add my own feature. But at that point I could slowly chip away at it and finally get it.
>>
>>3634527
artists that don't use AI trash will always exist. even if they absurdly cease to exist, i will just follow the artist i know til they die. music stopped being good before AI and it became cumbersome to wade through all the trash, AI is just cherry on top. there is so much good music that already exists anyway, it would last me six lifetimes to get bored of my playlist. I don't like watching movies and I'll just rewatch the ones i like occasionally
>>
i didn't want to dominate your thread, because of the sheer amount of volume i put out, but i've noticed /vrpg/ is somehow slower than [s4s] which surprises me, i thought [s4s] was the floor on board velocity, but that means i can read 100% of posts of threads that get my interest, and as a web 1.0 addict, that's my style

i talked to my stepdad, who is a max rank tax account for H&R block, where he only does 1040ez's if he has nothing to do, he does all the extremely complex business and rich people with stocks and rental income returns, stuff like that, and plans on retiring from his regular job at full retirement SS age and work at block until he dies

apparently i can't just set up some LLC and keep throwing all my money into the LLC in order to write everything i need off a business expense, that would be considered taxable income then suddenly i'd be paying incomeme tax on my untaxable autism bux, and if the the LLC has no income, it's just considered a hobby project

he suggested if i'm dead serious about this, get a playable prototype and talk to some venture capitalists, so i guess what i have to do, is possibly do that, as well as go the early access/kickstarter route, but that means i'm going to be doing gamedev on a toaster with no way to install a vidya card, so while i want my game to run on toasters, that's fine, i'll have problems with compiling and running GIMP and Adobe Animate, the neo version of flash which i absolutely need for the way I intend to draw sprites. GIMP anti-aliases anything when you stretch or rotate it, and that's annoying, i want everything to have sharp edges like an NES sprite

so because i'm almost 39 1/2, a year does not feel too long for me anymore, what i'll do is buy a used ps5 pro when the ps6 finally drops, so i can finally play the ff7 trilogy and a few other games, and have to slowly save up money for a midrange alienware
>>
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(balleted and edited to fix typoes, coffee hasn't hit the bloodstream yet)

in order to afford adobe animate, when i'm finally at the point where i don't want to just use square boxes for in-combat sprites, i'll just have to seriously clamp down on my marryjewwanna usage, because sometimes i blow $150/mo on vape carts, and i guess I need to scale back to $50-60

This game honestly has a 2030-2040 release date set up at this point. progress will be slow and steady, and you guys are going to see some of the strangest progress ever, screenshots of spreadsheets running the formulae

there was always something i was planning on doing, releasing a freeware early acccess version of the game, then simultaneously release a freeware version of the game along with a version of the game that costs $10bux, but instead of end the freeware version where i intended to cut it off to my head, i'll gate you from 3 of the main areas in the searching for friends arc of the plot with a forced random encounter of something I troll square enix and call the "Ultimo Weapon" where all it does is shoot nuclear missiles that do 9999 base damage every 1/2 second and it's mathematically unbeatable, and now that i think really hard about it, that's all warmech does

i'm hoping people buy the full version of the game because they're so hooked on the plot they want to know what the fuck happens. every time i release a major early access version, the ultimo weapon will just show up and shit stomp you to end the playthrough

the ultimo wepaon was always part of the game, where it completely surrounds the perimeter of Antarctica, but the third most powerful character in the game, Doom, knows a secret path you can take to avoid his detection, kinda like that part of the cave in Narshe, but also while flying around mode-7 style, so it's a tight path, and his quest to re-recruit him is the longest and most complex one, so that secret path just won't exist until i complete the game
>>
>>3646717
For me, the dialogue system was the third most complex thing after combat, and menus.
>>
>>3647320
Bro what are you going on about. You're going to talk to venture capitalists to support your game, and you don't even have a computer that can run adobe?
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>>3647421
Ehhh 3rd is a bit too much. Maybe 4-5th
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>>3647476
Well, still up there. But what preceded it for you?
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>>3646717
>it normal to take hours just to figure out how to do something simple like dialogue that only happens once or am i retarded
Literally high speed nowadays
>>
>>3647483
#1 combat (agreed, most complex one)
#2 dinamically loaded maps (not procedural)
#3 menus
#4 Data models
#5 Dialogues

Although dialogue in my game is pretty simple to be honest.
>>
>>3647660
>dinamically loaded maps
>Data models
Yeah those sound pretty complex. Luckily I am simple turn-based guy, so I don't need dynamic loading. Is that you Kalemonvo bro? These things sound they are fit for an ARPG.

>Although dialogue in my game is pretty simple to be honest.
Maybe? My dialogue system has to keep track of who talks, which side of the dialogue box they are on, or if nobody is talking and it is just narration.
Govern all the scripts that moves and animations of other NPCs, upgrade quests, add new options to the dialogue tree depending on options picked, and delete old options so they can't be picked twice in a conversation.
>>
>>3647788
wasn't me, sorry
#1 combat
#2 dungeon generation
#3 inventory/items
---powergap---
#4 rest
would be my sort
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>>3647788
No, I'm bestiaryanon, its not an ARPG but having seamless maps, object and enemyspawn field interacting abilities/obstacles and that sort of thing was complex.
>dialogue keeping track of who is speaking
Well but that would be like picking up something from db right? My dialogue system is basically a database with information on the string, who talks, portraits, if the dialogue has a question, etc and then its just loading it all, and dividing the string into chars and print them at a certain speed, then check if the string goes over the display limit and so cut it into chunks.
>keeping track of which side of the box the character is
>branching dialogue
Now this is some next level shit, I'm not dealing with this so I guess there's that.
>>
>>3647455
i'm going to have a toaster soon(tm), and will just have to wait a year and cross my fingers nothing bad happens to me financially, and i can afford a midrange alienware in a year or two

if i didn't dump $2400 in my car this, i'd own a ps5 pro right now. i'm old in internet years man, 39, a year doesn't feel too long anymore, and after reflecting on the conversation, i can just wait for the ps6 to exist, then get a ps5 pro on the cheap off ebay, and play all the FF games i want from there

the other thing is i want my game to run on toasters, so i might as well gamedev on toasters. this thing isn't GPU limited, it's CPU limited

i'm looking at a 2035-2040 release, and once i have a fully playable prototype that's maybe gained some traction on early access for kicking your shit in on insane difficulty unless you're a high ranking MOBA/RTS player, i can start figuring out how to get investment income
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>>3647455
i get the cpu and gpu backwards, lole, you are the first thing i read when i just rolled out of bed 10 minutes ago
>>
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Finally got around to implementing some skill/action handling, and I dropped in some basic animations from Mixamo. I had to create some sort of object to pass needed information along, such as the character performing the action, a direction, targets, etc. The next major thing I'll have to do is event handling for things like waiting for a certain point of an attack animation or a projectile to hit.
>>
>>3648924
Jump animation is cool reminds me of the ole wow days.
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>>3648146
You're looking at a 2040 release date? You're going to be posting progress for 16 years?!
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>>3648985
no, the game will be leave early access in 20 years, and then it will be 7th level retro

the main roadblock i have is music, but i posted some ideas on how to handle music earlier. another idea i came up with just contact Trent Reznor, he doesn't care about making money anymore, and be like hey man, think you can figure out famitracker with a VRC6 for samples then use your crazy distortions on them from there
>>
RPG that is a GTA, how would it look like
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>>3649113
San Andreas with more open-ended quest design.
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>>3649113
this game already exists, if you want to become a part of the thieves guild or dark brotherhood, you need to commit crimes
https://youtu.be/My0lzMuNcHI
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>>3634473
Get a load of this faggot
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Midget's room.
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As I walk through the valley of the shadow of Dev
I take a look at my game and realize there's nothin' left
'Cause I've been codin' and drawin' so long that
Even my momma thinks that my progress is gone
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>>3650860
Bath adventures: https://webmshare.com/play/RLeZv
Alt link: https://files.catbox.moe/pghjy8.webm
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>>3651068
Updated: https://c3-project.itch.io/c3/devlog/828788/bath-adventures
>>
I'm having trouble coming up with environments/levels for my game. It's basically a ghetto Might & Magic- you move around in 3D, can jump, and when you move into an enemy, a turnbased battle starts.
>>
>>3650860
>>3651068
>>3651596
This guy making tremendous progress
>>
>>3651637
The only recent game I played like that was Dragon Quest Monsters 3. I liked the level design there even if it was really shallow at times.
>>
>>3648924
Implementing the wait was way easier than I thought. All I had to do was loop through my skill's effect list- objects that define what a skill does- and wait for all of those objects to fire a finished event.
>>3648953
Yeah, it's a neat little animation.
>>3650860
>>3651068
>>3651596
Cute sprites.
>>
>>3647830
Oh cool. Glad you're still around. We started around the same time, but I fell back because I'm weak. I'm hoping to narrow the gap a bit.

>>3648050
Well but that would be like picking up something from db right? Mostly yeah, it is a multi-dimensional array, but you got it nailed down otherwise.
>keeping track of which side of the box the character is
Frankly it is not that complicated. Just another variable bound to the character, but now I am wondering if it will cause issues that a character is coded to be on a certain side. Instead of it being decided in the dialogue. Maybe I should do something that detects the location of the character.

>branching dialogue
Yeah that was kind of a problem. First, the basic branching of the dialogue, then I realized I will need options to expand the dialogue with more options while the dialogue is already ongoing. Then have an option where you can and where you cannot ask the same thing twice.
>>
>>3651687
>Cute sprites.
Thanks, they're all stolen.
>>
>>3642339
>>3642324
>>3641108
Reconstructing items, enchantments, entities and stats is a pain in the ass. I managed to get the movement perfect on my first attempt but I needed a few more passes to clean up the code, like separating out functionality and creating data for move stats.
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I am coming across trouble regarding the pacing of my story. It is a question of verisimilitude and player convenience.

>10 minutes linear section, explaining mechanics and introducing part of the premise
>it includes NPCs taking in the Player (Should I call it the Player? Protagonist? Main character? Whatever)
>Next is first quest, as one of the NPCs sticks to the PC to show them the ropes, and make sure they don't get into trouble
>quest where they indeed get into trouble

So my problem is, if I go through with it narratively, that is another 20 minutes of linear section for the gameplay. If I allow free movement, it is bit weird for most scenes how someone is with the player. It also weird that the quest goes on for that long.
Now you might think that time is subjective, but by the nature of the game, the days are counted, and there is a day/night cycle. By the end of the day the player goes home and starts over. Which makes it a lot harder to ignore.
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>>3634470
Posting some progress. Maps are between finals and blockout for now. Here's the club so far.

Does your RPG let the player bust a move /vrpg/?

Been making most of the areas, looking at how it's going I am probably not going to be done until middle of December. Some maps are just taking forever since I've overdone things for a demo.

Would like some thoughts from the people here. Currently I have a character select that determines the players look based on the class they choose, however I have another where the player can simply choose their graphic. Would it be better to free up both the class and graphic choice or would it be better to keep them tied to the class? I think the answer is the former and would be better for roleplay reasons but the current models I have are really close to the actual classes. Someone playing a clown should look like a clown. Perhaps a mix, certain classes are locked down but others aren't?

>>3651901
It sounds like the first quest is a tutorial. Why not let players skip that portion? For my game, you go into character creation and then get a choice to play or skip the tutorial mission which does the setup for the story/characters/factions. If the player is already familiar with the setup/controls then that lets them skip the linear gameplay part but for newcomers it would be best to keep it. For older players the skip lets them save time and maybe skips a few items. For the day night cycle you may wan tot hold off on having that running till after that quest/tutorial portion until the player gets free movement.
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>>3645592
Progress:
>Can now place stairs, elevators, solid walls, and spin/silence/darkness/pit trap tiles
>More importantly, file I/O, so I can now actually save the levels I make
>Also featuring: new bugs
>At this point, I'm mostly ready to begin work on the game proper, I just want to de-spaghettifi the code a bit before moving on
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>>3652021
I like having looks tied to class, but I think which of those people prefer is going to come down to personal taste. I also like a hybrid system like Guild Wars, where you have a customizable character appearance, but your customization options are bounded by class selection. However, that is a lot of work, since you not only need character customization, but you need an entire new set of customization options for each class you put in the game.
>>
>>3652021
Nice club.
I prefer looks tied to class and allow to switch looks by switching class.
>>
How much would you pay for steam capsule art? I'm looking at spending within the 100-200 bucks range.
>>
>>3652021
>ISOLATED
>>
>>3652021
>would it be better to keep them tied to the class
If you want distinct classes, you gotta force players into them. Otherwise they wiggle their way into formless characters and then complain about it.
>>
>>3651851
> I'm hoping to narrow the gap a bit.
work hard anon, i believe in you

>>3652119
depends on what you want. 100-1000 is the usual range, with 1000 being for a really complex piece, including redos/fixes/tweaks, title, etc.
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>>3652147
I'm willing to spend like 100-300. I also have a logo and a title vector image made by a friend which looks pretty pro for what it is and with a cool font so I dunno if artists could integrate that into the image. I stopped looking at fiverr since I fear they might just deliver aislop so I think I'll look for the capsule artists of games similar to mine and try to contact them.
>>
Regirock
>>
>>3651862
Neat. Going for a Charles Barkley Shut Up And Jam Gaiden thing?
>>3652021
If you're by yourself or with a small team, I recommend tying appearance to classes and not worrying about armor visuals. It's way more work for the alternative.
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>>3652194
>Neat. Going for a Charles Barkley Shut Up And Jam Gaiden thing?
Yeah, but like AAA®
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>>3652021
>Why not let players skip that portion?
Way ahead of you. I've made the skip option before the actual portion was complete.
>For the day night cycle you may wan tot hold off on having that running till after that quest
Brilliant, why didn't I think of that? Such a simple and great solution. Thanks anon. I can keep the space for the open rooming relatively small, and maybe people who explored then, remember to come back to the closed-off portions later. Thanks anon.
>>
Need some advice or rather inspiration regarding elements, like
>acid - slow dot
>disease - lowers physical stats
>toxin - lowers mental stats

Any ideas?
>>
Was rpg architect discussed here
>>
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Testing enemy movement. The easier part was figuring out what an AI should do in a given turn- if you're familiar with something like Utility AI. The harder point is figuring out where an enemy should move after they decided on what to do.
>>3652330
So the elements and what status effects are related to them? Toxin and disease sound similar, so it might be a good idea to change the name of one of them. Maybe elements like electricity have a chance of chaining to other characters?
>>
>>3634473
You WILL have engaging conversations with my NPCs in hopes they tell you about the treasure.
>>
>>3652916
Looks decent. Do you make everything yourself? Tried fur today... Boy, I suck at 3D modelling.
>elements and status
Indeed, one could say that. The names aren't set in stone, it's just that I was looking for another combo or two. Electricity jumping to others is a good idea, not the typical stunned by electro damage. Maybe jumping only to wet or metal wielding characters.
>>
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I missed animating so much its unreal
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>>3653649
Thanks. At the moment, I'm using pre-made models for testing. Once I get further along, I'll look into getting someone that can make nice models and animations for me. It's been so long since I really used Blender that I can only do simple things like stitching together animations and simple geometry.
What kind of game are you making tactics? Real time? That will help others and I with suggestions.
>>3653711
Neat.
>>
>>3654079
Ff4 clone, basically. I want to make tb fights interesting. I think no ff (1-12) like game ever did that. Even bosses are lame, at least from today's perspective. I also want to avoid artifical difficulty.
>modern games
Dos and bg are only difficult if you don't know what you are doing. If you have proper builds, you are de facto immortal.
>>
>>3653711
>... So much it's unity
Ftfy
>>
So far I've been programming on weekends my RPG. Progress is going good. I hope within like, 7 months to have a preview and a steam page. During the week I work. I typically don't work on the rpg after work because I get burnt out. I was thinking after work I might try to make a business simulation just for fun. No stress. Code is easy. You play a small business owner and through investment you take over an industry. I could probably make the game in like, 3 months. I might do it. Otherwise I have to wait like 3 years to release a game. Might do it just for practice. Getting a steam page up. Showing it off at next fest. Polishing a game. Launching a game. It'll be 100 more simple than the RPG. Might teach me some lessons. It'll all be spread sheets basically. Maybe a small world to walk around in for story purposes. Not exactly an RPG so I won't post progress here though, unfortunately.

I currently just rewrote my save system to handle complex data storage. Polymorphism. I'm procrastinating by posting here. I'm scared to hit save. I'm going to be debugging all day.
>>
>>3654140
>I'm scared to hit save. I'm going to be debugging all day.
I know this feel
>>
>>3634473
You aren't gonna do shit
>>
So, sorry to completely destroy your general, but it was useful for me to write it all down to get stuff out of my long term memory. I'm going to have a toaster soon(tm), check should be arriving any day in the mail by now, and you guys are going to know me as based console app+spreadsheet+maze generator anon as far as my gamedev will go. Once more $$$ comes in, I'll get what I need to start working on a playable prototype with placeholder art. In the meantime, I'm going to theorycraft hardcore on character kits and power curves. Instead of babble on about lore like I did in the wall of text I trashed, I'm talking about pure battle algorithms here.

To start, the 7 core stats of the Link System an attack can use:
STR (Hitting stuff)
END (Blocking stuff)
DEX (Shooting stuff)
AGI (Dodging stuff)
INT (Science stuff)
SPD (The core ATB stat that affects everything you do)
LUCK (The core stat that affects RNJesus, and yes, some attacks do use this)

Every value is stored in 100 base integer increments then the stat is divided by 100 to determine its combat effectiveness formula damage. So that jump from X99 to Y00 is a huge jump in damage, and every character has an A+(B*LVL) stat gain formula. All the AIM% values are just stored as is up to 999%, possibly with even a A+(B*LVL)+(C*LVL^2) power curve. Most of this damage system was prototyped in RPGMaker and I thought it was working pretty good.

BTW, the whole reason for all the short abbreviations, is that the game screen is going to be a 1024x1024 box with 55x135 8x8 characters in the two margins for enemy on the left and ally on the right. If you have better ideas for what to name stuff, let me know.
>>
Imagine a 8x8 chessboard. The two starting characters, Zanno and Luna, start on F5 and F4, and can't be moved until later in the game. Every time you gain a new character, up to 24, you have to place them touching somewhere ortho on F1-H8, and the characters located top to bottom from each other gain a cybernetic link, and STR END DEX AGI INT and SPD all add together. Some characters don't even have a skill in one of their high stats, but for lore related reasons will have a good reason to link to another character. If a PC hits 0hp, the other PC abruptly loses all stats.

BaseDMG might involve a clip that gives +DMG to the weapon in addition to other modifiers that come into play as the algo goes

If flagged flat damage:
Base DMG = Stat*(BaseDMG)
Else:
Base DMG = (Stat*4)+(Stat*LVL*BaseDMG)

That is not the only way skills scale. A secondary stat might shave animation frames off the attack, or the ability might be a toggle that slowly drains EP that scales lower off of a stat, or increases the effectiveness of the toggle. Some weapons and skills don't consume your full ATB bar, and how much of the ATB bar gets used might scale off a stat.
>>
Line formula

Front line: +100 ACC%
Mid line: Nothing
Back line: 50% evade chance calculated before normal ACC%-EVA% check. Back line characters can't use melee skills, and can't be targetted by melee skills.
If a character in front of another character is 0% HP, the character behind them counts as in that line. For enemies that can have 4 things in a row, the 4th and 3rd lines are both considered the back line.
When caught in a pincer attack, what line you are on depends on if they are attacking from the left or right. When caught in a 3 man FFA on the side, everything on the side far from you is counted as the Back line until you kill things in the center.
For enemies, they can be 1x1, 2x2, 3x3, or 4x4 boxes, they have no Link system, but they do have a Line system. Whatever the most forward square to you is their line, and if they happen to be the 4th line, it's treated the same as the 3rd line.
_______

Basic Enemy Aggro Formula
Select a random square on their 4x8 side that has as least one character on the ranks of the chessboard, if the target is invalid, keep scanning that rank until you find a valid target. If all 3 targets are invalid, pick a different random file. If all targets are immune somehow, just wait. This algo favors your frontline getting gangbanged, because you can't place PCs on the E rank.
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Accuracy formula
ACC%=Accuracy
EVA%=Evasion
HIT%=Temp Chance to Hit Var
X = Number of Hits

If flagged never miss:
DMG

Else If flagged 1x hit only:
HIT%=(ACC%-EVA%)
If HIT% > 99%, DMG
ELSE IF HIT% < 1% and Heavy (Boss/Endgame Armor)
HIT% = 1%
ELSE IF HIT% < 5%
HIT% = 5%

While HIT % >= 100
HIT% -= 100%
X += 1
Loop

IF HIT% < 1% and Heavy (Boss/Endgame Armor)
HIT% = 1%
ELSE IF HIT% < 5%
HIT% = 5%

IF rand(1,HIT%/100) = HIT%
X += 1

If X=0 or 50% Backline Evade Check
Miss
Else
DMG = DMG*X
______

Crit formula:
CRT% = Critical Hit Chance
CRD% = Critical Hit Damage
Attacks can be flagged to always crit or never crit
IF rand(0-100%) <= CRT%
DMG = DMG * CRD%
_____

Resist Formula for damage:

DMG = DMG * (100 / (10 * Resist))

This is just the Lego Legend formula for resistances with some tweaks to create smaller numbers, where 10 = no resist, 20 = 1/2 resist, 30 = 1/3 resist, etc

Resist Formula for statuses:

1-(100 / (10 * (Resist)) = % Chance of Resistance (and certain gear and bosses do have 9001 resist, internally meaning infinity)
______

Armor Formula
ABS%: Defender's absorption rate of armor
ARP%: Attacker's armor penetration
APR%: Defender's armor penetration resistance (this number is never greater than the ABS% of the armor)
DMG% = Temp var

DMG% = APR% + ((ABS%-APR%)*(100%-ARP%))

HP Damage taken = DMG * (100%-DMG%), min 1
AP Damage taken = (DMG - HP Damage Taken)

What's going on with this formula is as the game progresses, the weapons get more arpen and the armor gets more arpen resistance, so there is always some floor on what an 100% Arpen bullet will do to you, and while it is not possible for an armor to have an ABS% lower than its APR%, there will be such a thing as bullets that do more than 100 ARP%
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>>3654106
>So much it's unity
Its godotver
>>
RNJesus formula:
Create a deck of 256 numbers per entity. The deck uses the following algo:

If Attacker LVL > Defender LUCK

Roll (Attacker LVL)d20
Drop (Defender LUCK) highest dice

Else If Attacker LVL =< Defender LUCK

Roll(Defender LUCK+1)d20
Keep lowest dice

Create a table where it creates a fraction of roll/(Attacker LVL*20)

For each PC and NPC of a type, shuffle a 256 card deck for RNJesus affect on DMG. If you get game overed, reshuffle everyone.

I've messed with this formula a lot, and what happens is, as your LUCK and LVL increases, the mean of your damage doesn't change, but the median (the average chance of pulling a number as opposed to the average value overall) starts to shift towards your favor. When I first devised this formula, it was just Attacker LVL - Defender LVL, designed to completely stat check you.

Whenever I get around to calibrating this system, I want things to appear in 2-4 digit damage increments.
______

So basically, I think I've given myself a pretty diverse system where every character will have such a unique statline that they won't all feel samey like tends to happen when you have a lot of characters to pick from.

There are going to be lots of AOE and multi-hit attacks that work on this chess board, similar to how Lunar works, except nothing can freely move.

There are lots of different ways to crunch the cost effectiveness of your character, so depending on what enemy they're up against, they might be in for a bad time, they might be in for an excellent time
>>
>>3654266
What's that? Over.
>>
>>3654264
Hey, don't care
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>>3654270
Your game isn't coming out for 15 years. Why should we care abouj0rght this.
>>
>>3654285
because once i have my toaster dev studio set up and have my steam developer account, i'll be releasing early access for free, and whereever the arc of the plot ends, just troll you with something called "Ultimo Weapon" which 9999s you when you still have 3 digit HP numbers

a lot of the character kits are already fully figured out, i just need to figure out the numbers behind the kits
>>
>>3654291
Hey, see>>3654277
Arigato
>>
>>3654104
>Ff4 clone
>tb fights interesting
For traditional turnbased combat, I guess you would want to focus more on tactics than raw stats.
>only difficult if you don't know what you're doing
I have the same thought for Castlevania Symphony Of The Night.
>>
>>3654547
I fucking hate Final Fantasy but I get what he's talking about. A lot of bosses in FF4 had interesting interactions with magic reflection, status effects, or narrow timing windows. I think you could make a whole game out of those parts without also being a poorly written, janky slog with minimal party customization
>>
>>3654223
i already barely play modern games to begin with, if they're only gonna get more unappealing via adding AI then i'm gonna continue being completely disinterested in them
sorry to hear there are so many slop cucks on /vrpg/ but i'm not gonna be one of them
>>
>>3654547
>tactics than raw stats.
Clear as sky. Stats and equipment (stat +) won't do the trick.
>>3654547
And you would be right. Not only do your stats rise, and the equipment improves, but you learn to dodge and avoid the enemies.
>>3654630
You hate it, but you played it. Ff4 might be the most underrated ff, despite it lacking in writing and party comp.
>>
>>3654747
Nta but FF4 was my first FF and I liked the way they gave bosses unique stuff, I think FF6 did this to a certain degree also. I guess its meant to be an entry level jrpg and thus didn't dwelve much in party comp but imagine a game with FF5/FFT party building and FF4 encounter design. It would be kino.
>>
>>3654758
I played it recently, like few years back and I think very highly of it, despite the many obvious flaws. The biggest issue is to make (random) battles interesting, yet not feel like it's on rails.
>fft
Is a fun game, but honestly pretty barebones, even inn regard of party comp. Itemization is laughably bad in fft or tactics ogre. It's a shame, really, as those games can be produced ultra low cost. There's a studio that releases the mercaneries series, a very cheap fft clone. At least they improve their games with every entry.
>>
>>3654760
>cont
Just saw an ai worldbuilding tool online and used random words like tool search and rock and I must say it's better than many movies I watched, despite the story being vague and honestly nonsensical.
>>
>>3654762
Hmm curious can you share the worldbuilding tool?
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>>3654767
>Squibler dot io
The other one I saw promoted was something like worldbuilding map ai
>>
Has anyone worked with quest design ai tools?
>>
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I finally got the AI to execute a basic skill. At the moment, I'm using a simple raycast for the line of sight to check if it's okay to do something. I'll have to see if I'll have to do more elaborate checks as time goes on.
While I'm still deciding on a theme and setting, for some reason, I thought western super hero + shounen/weeb sounded like a fun idea.
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I greately underestimated the time it will take to finish the assets fug.
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>>3645517
Isolated the bug of text-wrapping, but didn't exactly solve it. I know the issue know.
Also started to work on the first quest.
>>
Man SFX is a whole new experience. I wish I didn't depend on bfxr or royalty free stuff.
>>
>>3657541
there's something called the BBC Sound Effect Archive

https://sound-effects.bbcrewind.co.uk/

it took me forever googling around to figure out where it went, and they used to have a legal torrent set up where you could download the whole thing, but i can't find anymore

most of the sci-fi sound effects were for doctor who, but doom/quake used them quite heavily

this pack is free for personal use, so until your project actually hits a release state, you don't need to worry about paying any licensing fees

when quake got open sourced, it was extremely easy for us quakers to track down the original 44khz sample from the bbc pack and replace it with the 22khz samples they cut corners in quake to save space on the cd (audio compression hadn't really been invented yet)
>>
It is a fairly common knowledge that lots and lots of people despise rng. Im not one of them, but, as a training exercise of sorts, Ive decided to make a combat system that gets rid of it. And, while Ive managed to do just that (dodge with no rng in turn based rpg? sure), it lacks one element that Id like to implement - and its drama. Drama as in Darkest Dungeon. Yuo can say its not rpg whatever, but its rng gives it a very dramatic feel to it. Any ideas what can be added to combat system to give it mroe dramatic feeling, while not adding RNG?
>>
>>3657953
Well as you take RNG out of the picture the battles become more predictable. So either you obfuscate stuff from the player to allow the Enemies to surprise them or its going to be kinda difficult to recreate that feeling of tension that rng gives to a battle.
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>>3657961
Surprise is a good one, but surprises work only once.
>>
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>>3657953
while it's not an RPG, i was working on a board game that's like chess, MTG, and starcraft had a threesome, and chess isn't sure who the father is, and they way i mitigated RNG in that game was to use extremely small numbers of random cards and multiple decks stacked on top of each other. 10x2 random cards for white, 12x2 random cards for red, 13x3 random cards for black. so over the course of the game, your average damage output stays exactly the same, and if you top deck aces, then that means you're not getting aces later, and your opponent can play more aggressive against you. it's absolutely necessary to card count in this game.

as for you and your RPG, here's three ways you can mitigate RNJesus:
1) go the oldschool NES/SNES way, where they actually had no way to generate random numbers, so they bullshitted it by rotating on a table of 256 integers every 60 fps and controller button press+depress. this is how TAS works and why some speedrunners can always dodge the fucking hammer bros, because if you stay on the 1/60 frame tricks, you always get the same RNG
2) take the elder scrolls route that oblivion started and skyrim finished, where there really isn't much RNG in the combat itself, the RNG is in what the AI decides to do against you, and it all comes down to reflexes and nothing else
3) use weighted randomizers like lego legend, where every time you don't crit, the probability that you crit increases.

the way i plan on dealing with RNJesus is kind of unique. i actually like this guy in my rpgs, because he tends to skullfuck you and make you go into panic defense mode, so the primary way he's going to get involved is a deck of 256 cards per character with a fraction based on their luck stat. i actually get sick enjoyment out of getting crit for 1000 dmg when i only have 100 hp like fallout 1 and 2 do to you, so the way it's going to work is that every time this 256 card deck is exhausted, or you get game overed, it shuffles a new one immediately
>>
i hit the fucking char limit because that's just what Yuji Sakai tends to do. whatever

anyway, because i'm completely aware my RNG algorithm is just going to randomly skullfuck you, my game isn't going to work like a retro NES/SNES jrpg where you have spread out save points, it's going to work more like halo where you get quicksaves every time you're not being hunted, and there's no consumables and very fast out of combat regen. also, because every FF veteran knows after every single encounter you want to top off, i'm going to do something: when you win combat, it's going to immediately dump you at the spellcasting menu, in case there's another enemy right in front of your face and you don't think you have time to let the natural out of combat regen do its thing, and blow resources to heal, but every time you cast a spell, the random encounters take another step (i prototyped this one in rpgmaker, and they work like zelda 2 on crack where they swarm you so erractically fast you simply can't dodge them at all), so if the enemy is 3 tiles away from you, you have 3 spells to work with, so make them count

as far as this 256 deck goes, because my game involves multi hit attacks and huge waves of enemies from level 1, this deck gets rotated through very quickly. one of the main chars weapons is called the TSK117, as in this guy, three shot kill spartan john 117, using the same cadence as the CE pistol, with a .333 animation time, boom boom boom, and something i did not get around to programming in rpgmaker, is that the third shot of his starting weapon has 100% crit, so building crit damage on him scales better than other chars

256/3=roughly 85 attacks, and at the absolute maximum encounter table of 24 enemies, that's like 4 encounters at level 1

to give you an example of something on the more extreme end of the scale, around the halfway point of the game, you pick up a dude with an AK-256, that uses FullAuto to CS style spray and pray a full 30 round clip in 1 attack
>>
as far as this dude goes, he's a jack of all trades, but he's a complete psychopath, so none of his skills are targettable at all

his FullAuto works like the offering in ff6, where he just hits full throttle random targets...30 times. against a single enemy, that's great, but against a large wave, you don't have any ability to predict what he's going to do, you just need to play around his damage spread. his heal works the same way, where it just full throttle randomly heals PCs. another one of his skills is a hilarious skill i prototyped in ff6 of all places, where i took x-zone and made it the ultimate oh no, this random encounter is going very badly for me, and it was global target-all instant death attack, so suddenly the memento ring was extremely useful, because if shadow or relm casted it, they were guaranteed to survive it, and then blow a ton of consumables getting the party off the ground. and if you end up killing absolutely everything at once, oh well, you screwed up the encounter, back to the last save point with you

luck mitigation can be a skill, otherwise people wouldn't get kicked out of casinos for mastering blackjack. but if you want an RPG with no RNG at all, you're better off doing something reflex based like elder scrolls, you can even make an argument zelda is a primitive form of rpg where the only luck factor is the drops, but as far as someone who grew up on ad&d 2.0 goes, i liked it when that nat 20 on the vorpal blade just cut their fucking head off and other stuff like that, it forces the players to blow major resources when things are not going their way, and when you're playing as the dungeon master, you want to balance things off the average dice rolls, and anything out of the probability band is going to throw both you and the PCs off guard. with my esports, i prefer as a little rnjesus as possible, but rpgs are a totally different genre to me, where i don't mind it when wildly different things happen when i try the same fight twice
>>
>>3657965
Could use varying waves of enemies, but that's rng again.
>>3657961
Shadow stats are the way to go to recreate the feeling of rng, but people with intuition will spot that eventually and they will be left with a bad feeling.
>rng
What's the matter with a little stochasticity?
>>
>>3658329
Not familiar with this name of a concept, "shadow stats", what is it? Or do you mean when displayed stat isnt the actual number used for calculation
>>
To people who into that sort of games - what is a good vampire RPG? Bonus points if it isnt just VTMB but (X)
>>
>>3658360
Basically means that some stats are obfuscated. Take an equibale fire sword that increases enemy damage output, but it doesn't tell you so in the item info.
>>
>>3658376
What kind of vampire game are you looking to make? It's more of an action game with rpg elements, but V Rising might be worth a try. You can build your own castles, enthrall people, and shapeshift.
>>
>>3658384
Meant it like "what would be a good RPG to make" not to play the one that exists
>>
>>3658386
Thanks for the clarification. In that case, there's still some worth in analyzing a game like V Rising. As for other ideas, there's a lot you can do with bloodsuckers.
>Xcom but with vampires
>Tons of different action rpgs
>Dungeon crawler
>>
>>3658379
that's the absolute worst way of doing anything though

back in the '80s and '90s, any game that got famous enough had an official players guide made had full maps of absolutely everything and broke down the exact mechanics of what everything was supposed to do (however, bugs in games might have made them not work correctly)

in modern times, any game that gets popular enough is going to get its ASM battle algorithm totally reverse engineered and end up with a wiki or gamefaqs guide covering all its hidden mechanics
>>
>>3658410
oh man thanks you for reminding me about XCOM, once i'm done playing fallout 1 and 2 on my toaster which the check got delayed for me to get it, XCOM sounds like the perfect game for me to bash my head into at max difficulty after reading a full mechanics guide until i finally kill the ayys for good
>>
>>3658410
I dont know. Dungeon crawler? I guess my imagination sucks
>>
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I designed some weapons.
I don't usually post here all that much, but I might as well
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>>3658478
You sure you did it yourself? Tell us abkyt the weapons and tell us more about art style and program you used.
>>
>>3658478
reminds me of the title screen to oblivion, pretty cool
>>
>>3658496
>Draw on pencil on a blank page
>Scan document with iphone using notes app
>send to PC over samba
>get paper texture from textures.com
>adjust levels on scanned drawing
>burn blend mode

>>3658503
Thanks. I don't think I'll be using that picture in game since it's just a bunch of concepts, but who knows. I did end up liking the way it looks so maybe I will

For now I want to make sure each region has unique looking weapons that are distinct enough from each other.
>>
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Here's another one for a different region, elven inspired
>>
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instead of wall you guys endless, i have a short question by my standards to ask you guys

part of the development on this game when i was actually developing it involved taking something some source code out of the vault from the '00s out of the vault to use HAND CRAFTED procedural maze generation, where i was using a heavily customized maze algorithm to spit out super metroid style overworld maps until i was like "that looks good", then was working on a second pass generator to generate worlds at the tile level, before shit happened IRL and i had no spare time at all and had to abandon the project

one of the ideas i've been considering lately, is to go full SMT on interior areas, and use that point perspective maze POV, instead of using a roguelike everything is in fog of war until you explore it style of system.

then regardless of which way i go, instead of random encounters, have enemies using the A* algorithm that pacman uses to try to hunt you down and flank you in real time, and actively scout the area out when they don't know where you are, and the game also goes full morrowind on you and dungeons never reset, because that's where the lions share of EXP is. the game on the hardest difficulty expects you to 100% clear every dungeon in a local area and collect every single piece of loot in the local area before you proceed to the next one. the overworld EXP is garbage, and trying to faceroll grind to be strong enough to curbstomp the next area is just mathematically impossible the way i had my exp and level up power spike curve set up

thoughts? should i stick with an abstract top down 2d concept, or do you think people would think it's cool to be a 2d/3d maze like how SMT works?

in the situations where you're fighting other humans, perhaps i could even work in some sort of demon negotation, where you can convince them it's an extremely bad idea to fight you
>>
>>3658632
>do you think people would think it's cool to be a 2d/3d maze like how SMT works?
Isn't that pretty common for dungeon crawlers? People seem to like the format
>>
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Worked a little on the world map, but it feels like mental masturbation because I don't think I'll use even 1% of it in the game I'm making
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>>3658679
You probably won't get much out of mapping every feature, but having a world to draw on can pay off. Characters start writing themselves.
>Novannia is coastal and on a river so these guys should be great swimmers to take into the water dungeon
>This guy's a Miellan expat, so he should hate the dude from Lanvein but they stand united in hatred of the Develin devils
>This guy's from gaudy Ostily so I should poof him and his entourage up, they should talk a big game
>This priestess is a devout Palatinate, so I can flesh out her design with their colors and symbols. Cute trad negotiation bonus, but the heretics of Killeith attack on sight
>This guy's all the way from isolated Inchbrek so he should have no fucking idea what any of these people are on about
>>
>>3658698
That's what I tell myself when I'm working on it, that surely it's not wasted time because it would help me make the world feel more alive. But even if it is wasted time it's fun and it's one of the reasons why I want to make RPGs anyway
I sketched some more weapons and I worked on a modular system to customize them in game

>>>/g/103206733

I was also thinking about crafting and how I like the idea of crafting in theory, but in games I just never end up delving into it for one reason or another.
I think that rather than having complex systems that are hard to design and I don't even like, I'm going to have blacksmith NPCs that you talk to and commission gear from them. So at most they may ask for some materials if you want something fancy, otherwise just configure your gear and buy it, no need to learn recipes or anything like that
Poor quality blacksmiths may only be able to make simple equipment, and maybe you need to need to do some missions for some guild in a big city if you want to have access to the high end stuff.
>>
>>3658675
i'm not really into the dungeon crawler genre, and that's not really the style of game i'm making, it's going to be more like an 80 hour text scrolling game like xenogears that hasn't been made since...xenogears? where the main unique mechanic behind this game is that in the earlygame it can be up to a 2v24 situation and then in the endgame you have 24 fucking characters in the endgame in an ATB style retro jrpg system

when i post on 4chan, it's just fire and forget, but when i actually stop and revise things, they're completely flawless, and when i used to use discord, people noticed i tended to edit literally every single line i posted a few seconds after i posted it somehow

the thing is it won't be like a dungeon crawler at all with first person pov, it will abruptly screen transition into an FF style battle screen with a 1024x1024 battle screen with the stats you need to see on the left and right of a 1920x1080 window

i never got around to prototyping this in anything because it was going to require me to completely fucking rewrite rpgmaker and i just didn't feel like brushing up on directx after not touching it since like 2015 or something, but try to imagine a chessboard where the enemies are on the a-c files, and you're on the f-h files, and then you jump to their rank on the e file for ranged attacks and jump directly at them for a melee attack
>>
>>3658679
What tool is that? How did you make this map?
>>
>>3658712
Illustrator but I’m not using any fancy feature, literally just pen and the pathfinder to group shapes together

>>3658710
Even if your game is not a dungeon crawler the idea of a 2D map from a 3D first person POV seems pretty reasonable
>>
>>3658419
Original or the reboot ones? I respect the original Xcom, but it was a bit before my time.
>>3658453
If you want to go with a dungeon crawler then, that puts you in an interesting position. Would it be party based or solo? Due to the regenerative abilities of vampires, would you really need a healer class or a dedicated healer?
>>
>>3658729
i've never played either, but they're my style of game

95% chance to hit, i'm gonna be fine

oh wait, i'm permadead, oops

i'm constantly setting up bat fuck insane challenge runs in jrpgs and when i had a desktop was making romhacks of my own creation in conjuction with FF3USME because i actually know ASM that i didn't release because they were too many bugs you could trigger, and i just simply knew how to not trigger them

for example, if you tried to use a super ball at all, because i completely rewrote its block of code, it just caused the game to get completely corrupted
>>
>>3634839
Tiny update: Changed the name to "The Great Conclovince of Mithrithnogg". And started coding it from scratch.

https://youtu.be/w5kZbU50Bmk?si=s-bGUPjdQ6jCFt8n
>>
>>3658833
two questions
1) what the hell is going on with that mouse crosshair, you're going to piss off every single fps veteran with the way you have that thing programmed
2) what did the dice roll do exactly
>>
>>3658844
I actually like the crosshair, there's no reason why it needs to be stuck in the center of the screen.
I don't quite like the theme though lol it looks like a fever dream, but I guess that's intentional
>>
>>3659039
no, that's not how it works at all when you get to the level of fps skill i was at when i was in my 20s and didn't suffer from severe nerve failure yet

the overwhelming majority of pros want mouse accel completely off and have a completely perfectly accurate cm/360 (how far you need to move your mouse to spin a 360 circle, which my own personal calibration is 30cm, the average amongst quake and cs pros) and kept using optical mice even though the gaming companies kept trying to market worthless laser mice because lasers just sound cooler

skyrimeme has a lot of bugs with how it handles the mouse input, where the higher your fps, the faster your sens is, and its the one game i couldn't get an accurate cm/360 at all, and just had to kind of deal with arbitrary flickshots with the crossbow because my fps could be anywhere from 300 to 15 depending on how many enemies were left

these mouse controls mean that you can't accurately control your rotation at all, you basically have a huge dead zone where you need to move your mouse before you start rotating, it's going to feel completely unplayable to anyone who's even silver at FPS
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>>3658844
Fixed it. Also, you can now kidnap enemies :DD

https://youtu.be/7-n3y8BwOKE?si=86hOz1YVyYrPqsxl
>>
A friend suggested I make a kickstarter campaign to reel in my target audience. That it really doesn't matter if I don't reach the target and the same effort I put in my steam page can very well be adapted into kickstarter to kinda get the word out there and get at least some more people to follow the project. And since I'm a hobby dev the game is getting out either way which means I'm not disappointing anybody if my kickstarter campaign fails, so its a win win situation. I was skeptic at first but now I'm thinking its the right mindset.
>>
>>3658386
I personally would enjoy a Vampire Court game.
>Keep your meetbags numerous and happy enough for easy feeding
>Not too happy though, they might think they can just govern themselves without you
>Keep your military forces equipped so they can protect your crypt during the daytime
>Also the monsters in case something that no human can handle attacks your castle.
>Keep your fellow vampire nobles at bay from your fief
>Look for vampire artifacts to grow your power.
>>
So because I'm hearing a rumor going around that $500 check I normally get by now is not coming soon(tm), but in December instead, so that slows down my toaster and ability to make progress. So in order to make any progress at all, I got all the main PCs in my game out of my head written down with their class and approximate starting location so I can ponder them more. There's a second set of PCs in Lunaria that I need to brainstorm and part of the plot is they all get killed when they finally break out the black ops tech to deal with Zanno, and they mostly exist just to draw fire and provide support skills

Code: M - Male, F - Female, A - Normal Armor User, P - Power Armor User, G - God

Arc I:

FP1) Luna: Mother's Facility at tip of South America (originally from Lunaria), Starting Char - Class, Mortal, game goes full SMT if she dies
MA2) Zanno: With Luna, Starting Char - Class, Outlaw
MA3) Lechay: Uruguay Impact Crater (Originally from US) - Class, Doctor
MA4) Amazon: Northern Brazil - Class, Genetically Engineered FtM Dragoon

Arc II:

MA5) Darkkal: Texas, US - Class: Morbidly Obese Catboi Hacker
MP6) Cadwell: Los Angeles, US - Class: Legendary League and Spacecraft Player
MA7) Magick: Oregon, US - Class: Insane Offensive Technomancer
MP8) Donny: Michigan, US - Class: Token Black Dude Gangsta
MA9) Altan: New Jersey, US - Class: Martial Arts Master
FA10) Fenrir: Connecticut, US - Class: Wolfwoman
MA11) Hobie: Illionis, US - Class: Axe Thrower
MA12) Roar: Florida, US - Class: Swordsman
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III-a:

FA13) ZapyChan: Manitoba, Canada - Class: Full Retard Glass Cannon Catgirl
MA14) Amon: Ontario, Canada - Class: Brick Wall of some kind
MP15) Blitz: BC, Canada - Class, Computer Programmer
FP16) Undine: Nova Scotia, Canada - Class, Support Technomancer
FA17) Caitlyn: UK, Europe - Class: Chubby Sniper
FA18) Nurse: Austria, Europe - Class: Genetically Engineered MtF Nurse
MA19) Ijan: Bulgaria, Europe - Class: Research Scientist
MA20) Yuji: France (originally from Asia) - Class: Wildcard
MA21) Yosho: Spain (originally from Asia) - Class: Samurai
MP22) Carmack: CERN, Switzerland (we all know who he is): Class: Grandmaster Programmer

Arc IV:
MP23) Doom: Beijing, China - Class: Emperor of Asia

Arc V:
FA24) Joked: South Africa - Class: Talking Monkey

Arc VI:
FG1a) Luna, Starts alone in Israel and must search for her friends - Class: Ultimate Warrior with Perfect Power Armor

ArcIII-b, and Endgame:
GG25) Steve: Space Pirate Prison Cell, then Antarctica - Class: God

17 Males 7 Females 1 God
16 Normal Armor Users 7 Power Armor Users 1 God Tier Armor User at Start of Game
23 Power Armor Users and 2 God Tier Armor Users at Endgame

Max Party Size is 24 where one person can be swapped out for Steve before the final dungeon, The Black Triangle of the ayy lmaos
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There's a typo in there. Joked is the one character who doesn't have any armor at all when you first recruit her. She's a fucking talking monkey.
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[farnsworth]good news everyone[/farnsworth]
right as soon as i give up all i hope that my check is going to arrive, it arrives, and i misremembered how much it was, it was actually for $600

so instead of shitting up your threads with ideas, i'm going to shit up your thread with mockups of sprites and the battle ui in gimp, and screenshots of absolutely endless spreadsheets covering the insane mathemagic of nothing constructive.ods

i just need to wait 48 hours for the check to clear then however long it takes the toaster to ship
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>>3661510
Godspeed you thread shitting son of a bitch
>>
>>3661956
kek



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