What engine are you using?Or are you making your own?Do you miss RPG Maker if you used it before?Post progress BTW.
>>3920498Shame, seems like these threads don't work on this board. Making a re clone and am thinking about the injury system. Want an armor and health system with semi permanent injuries. Armor works rather as damage negate, think of a plate and a knife. You won't do shit against a breast plate with a knife, except for well placed or ciritcal hits. Injuries reduce max health and have further debuff. Tedious or fun?
>>3921113Oh, and if someone has any idea on how to use skelletons(?) for animations, is there a structured approach or do I just need to have an eye for it. Like using the same animations for humans, ghosts, demi humans aso. A werewolf in a hunched position could also be the skeleton of an ox.
>>3920498Yay, you're back!
I'd post my game here, but /vrpg/ won't let me because I used AI voice acting in it.
>>3921115it is really dependent on the engine you use
>>3921204Godot, so far. I haven't made any animations, yet, besides experimenting. I've read that blender is better as godot and easy to integrate into the game engine.
>>3921200I don't see an issue with it.
>>3921200Post it, I don't really care.
>>3920498really rough so far
Mongol update. Fully switched to Unity. 2D turn based. Localizing it in romanian ( română).
For someone wanting to heavily mod Quake 1, how do I approach QuakeC but starting with easier 2d projects? I was thinking of Raylib, are there others?
Today I had my biggest scare in a while>Decide to configure steam cloud saves because why not>test in my dev account before publishing>test goes okay, it saves and then brings them back if they are moved>publish>go into my player account to verify>saves gone>FUCK>disable cloud saves>go back to dev account>saves are there again>huh>turn on cloud saves again. Go back and forth, it seems the OG saves were bound to dev account and steam detects it and cleans the saves from the save path when the other account is logged.>boot up my spare laptop with a third 3 account and yeah it's working fine.Never attempting this on a live game again.
Recently converted my text-based RPG "Aura Clash" from ChoiceScript to a new engine I had to build off Tweego, calling it the Aurillian Framework.https://www.auraclash.com#gamedevThe game's going well so far, the 1m word translation went smoothly and I'm 150k words into writing chapter 9. Hoping for a March/April release. Still didn't finish Tian Fang's quest (pic related) so my fans will continue to call a fatwa upon me.
>>3923626Forgot the link to the game:https://www.auraclash.com/adventureAnd yes the pics are AI sloppa; I wasn't going to have many/any in the final product but two fans made a set for me. The focus of the game is text and not pics, I have an option to disable them entirely but I've grown fond of a few as placeholders, hoping to find a good illustrationist for the final product since it's made enough patreonbux to fund it.Does anyone know good anime-like artists that are accepting commissions and producing work that would be worth putting in a full Steam game?
I have the urge to make a TES-like or Fallout-like from scratch in a custom engine
>>3924831Are you focusing on narrative or gameplay? If narrative you should seriously consider text-based. If gameplay, try a CRPG to capture the adventure essence.
What's the best engine to use if I want to make a battle system like in MMBN?
>>3925055Game maker or some of these obscure newer engines that came after 2020? The gameplay there comes from the vast amount of builds. There's one castlevania where you have 50 power ups that you mix and match as you see fit. Imho such a game really easy to make and has a strong fan base, too. AFAIK there are no clones, too.
Considering makinga fallout fangame
>>3924831>>3925496Kiss
>>3925499Anon...
>Want to make a Bethesda-style RPG>Look online>Apparently everyone hates Bethesda RPGs now>My game will probably either suck or no one will play it, or bothDamn
>>3925506>Bethesda-style RPGCrpg?>people online mightIrrelevant. You lack the funding to care for such things. Make what you like and gather a niche following.
>my wagie full corpo job pays way more than my attempts at making a game ever could>arrive home late, tired, depressed and barely have any willpower left to work on gameanons, I feel like I'm not gonna make it
>>3925633Pay people to help you?
If I'm making something in Pico8 and desire to make it bigger with less constraints, any particular framework you recommend? Something with Lua?
>>3925714tic-80 is pico8 with less constraints
>>3925667My pay is still well below what is needed to hire skilled people.
>>3925811Yet you were saying you're making way more than a game ever could, LMAO
>>3925812>more than my* game ever couldI don't have my hopes up.
>>3925813Idk, you could hire a paki rookie for little money. He'll learn eventually. If you can't spend 500 usd for a hobby, then>jobs pays way moreSeems like a lie ngl
>>3921719Please don't post anything like this ever again.
>>3925824We don't talk about paki devs here, they bring bad luck
>>3920498How lovely is to see the comeback. Sadly, my project is at a standstill because life is being rough at me.
>>3925920I worked with pakis in rl and online. Best people, really. There are countless scammers though, so beware.
>>3925998You're probably right but it was a reference to this board's history. The less you know the better.
>>3926017You don't think it's... Him? He could be everyw9, damn.
An rpg where you go full luigi on epstein, corrupt politicians and corpos would surely sell a lot on steam.
>>3925055rpgm mz with sang hendrix plugins
Are there any sites where devs actually discuss game(s design)? Seems like there's almost nothing done form a scientific standpoint.
>>3926941Nigger will steal your idea
>>3927508Certainly, this one of a 20000 games per year idea! I doubt ideas are much worth in vidya this scene fails to monetize a booming market, so it's safe to say most devs are clowns.
>>3926941My idea is to clone a game from 20 years ago only it'll be 10x worse in every aspect
>>3927634Huh? That's not what I wrote. Did you hurt your head?>>3926941>game designHave you read papers or textbooks about game design? One could argue that bad games are a direct result of bad teaching materials. Fun (in vidya) is a topic that's basically non-existent in the serious science scene. Arguably the latter is a dying breed, but that's a whole different story altogether.
Is a KOTOR-style CRPG even doable solo?A FONV-style CRPG, either?Classic Fallout CRPG even?
>>3927741One man made Ken’s Labyrinth
>>3927741>Is a KOTOR-style CRPG even doable solo?I pray so, that shit was cash. Does anyone know the best way to implement a similar engine? That would be the hard part.
>>3927741>Is a KOTOR-style CRPG even doable solo?If you only need the control style and the RPG system, as well as battle processing and other minor systems, then yes. It will not even be that time consuming. Click to move and camera processing are standard (or easy to find plugins) for all modern engines, and implementing minor systems is a matter or basic coding.>A FONV-style CRPG, either?If you only look for simular controls and RPG system implementation, then yes, they're easy to implement as well.>Classic Fallout CRPG even?Yes as well.Here comes the bad part. The above is true for core mechanics only. Making a good RPG requires a BRUTAL amount of content - text, 3D/2D designs, animation rigs, interface graphics, databases, SFXs, OST... Getting the engine running is not the hard part, it's letting go filling the world.
is designing story before gameplay a valid approach
>>3928432If you can write like a game designer rather than a book writer, then sure. Otherwise, make a story roadmap and write it along the creation of the game.
>>3928432 #it can potentially clash with your themes and worldbuildinga lot of "great"/immersive rpg stories were ones that had their story integrated with the game. gothic for instance had a barrier that prevented you from leaving the open world and it served as the main motivation for the protagonist
>>3928432Sure. You can slap almost any story/gameplay onto any gameplay/story. It's cool if some mechanics are mirrored in the story.
I have an idea for a game and I want opinions on it, because maybe it's trash, but if it's good and somebody steals it I will kms.
>>3928658Ask chatgpt
>>3928658Don't beat yourself up over it. If you couldn't make something of out of it, it wasn't a good idea for you.There was a time I used to believe "If I can do it, so can you."
>>3928658No one will steal it, lol. Imagine thinking someone wants to invest money to execute an untested concept. Kek.
I just had a wacky idea for a CRPG or TTRPG system>Every session, your character will chase their Goal (what they want). They’ll also be tempted to act on their Personality (defining aspects of who they are). When they act on their personality, they risk triggering their Flaw (weakness that gets in the way of their goal).>When a player does anything that pushes them towards their goal, they're resolved using a regular d20 check against a relevant stat. If the roll is successful, they gain XP. Normal.>BUT, when their Personality urges them to do something, they are presented with whether or not to do that. If they do it and the roll is successful, they gain a short-term buff they can use once. Their stress also decreases by 2 (more on that in a moment).>BUT, if the roll is a failure, their flaw takes over and they gain a short-term debuff that, when (immediately) activated, causes them to act in accordance to their character flaw. Their stress will decrease by 1, because at least they tried.>If they suppress it, nothing happens... but their stress increases by 1. Every time their stress reaches 10, it resets to 0, but their character hits a breaking point, where they AUTO-FAIL the next in-character action and their flaw activates.
>>3928658>>3929381I actually have a genre defining idea that will change not just one but multiple genres forever and I'm not sharing it because it's just that good.When I make it I'll come back to this post.
>>3929642Certainly you do. In any case, a good game is always welcomed.
>>3929636>when (immediately) activatedYou need to roll to avoid activation every x hours
>>3920498do we accept action-adventure games in here or nah? there's sword and monsters
cozy
>>3930486This is not a real general. There are no rules. Just do whatever.
>>3931081nice! Well I've added zombies to my game. They have a ton of health so the best approach is to use a finisher move on them, or alternatively, using either fire or holy element attacks
How do RPG's track the player's progress through the story?is it a series of boolean like hasBeatenXDungeon, hasXItem and then these booleans just turn on and off different events and dialogue across the map?Or is there a better way to go about this?
>>3931401I structure my game in milestones you can do that or chapters. If you have a "main quest" line you can use that. Save an array of booleans with each index being one of this milestones or main quest points.
>>3931401You can do a bool array and just keep track of what index applies to what event.Or something like a struct can be relatively easier to manage, if your language uses it.
ManI want to make a game that's like JRPG and CRPG had hot babymaking sexsomething like FF5 with mechanics from BG or FONVOr something like DQ9 with shit from TESBut such a combo would probably either be a content nightmare or total tonal dissonance
>>3931419>>3931437So my idea is okay but I want to know if there is a better way.I don't trust myself with my own ideas