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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: No thanks RPGMAKER.png (668 KB, 682x652)
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Post dev progress on your non-RPGMaker games.
How's (You)r game going, anon?
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File: Mongol_walk (1).webm (1.52 MB, 1920x1080)
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Decided to not go with rpgm and instead go back to unity and work on a platformer rpg hybrid. A kind anon helped me with the walk anim.
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File: Mongol.mp4 (3.66 MB, 1920x1080)
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>>4086600
Decided to go 2.5D and stuff.
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>>4086345
RPGM games are an instant red flag.
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>>4088567
This is cool, what's it about?
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File: Mongol.mp4 (3.57 MB, 1920x1080)
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>>4090165
>This is cool, what's it about?
Turn based JRPG set in my world. An evil god by the name of Agrippa, who's also a commie is torturing you.
Your goal is to overthrow him and his evil kingdom.
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>>4090167
How long have you been working on it?
>>
>>4090226
2 weeks but longer on the models , drawings and proi hopping
>>
Serious question.
But how did you learn these things?
I feel implementation of common (J)RPG features are not that trivial:
- save file and save systems
- grid-based dungeon crawlers
- text box for multiple languages
- and other stuff that is expected in an RPG
And so on.
Computer graphics books are mostly about triangles and light and rendering. They don't give a fuck about 2D stuff and menus and GUIs.
>>
>>4090167
Dont every buy no weed from the gas station
>>
>>4090625
I tell claude to explain things to me like I'm a retard. Currently in the process of building an RPG as a codeless monkey.
Also for dungeon grid generation I found a tutorial on youtube that was okay.
https://www.youtube.com/watch?v=yl4YrFRXNpk
Text boxes should be done with a plugin unless there's a good reason to build something yourself. Same with localization. In godot for example there's dialogue manager.
As for UI, Godot's control nodes are kind of fucked up but it's not like you have to make things from scratch. Most of it is relatively simple code and wrangling things in the inspector. Lots of trial and error though.
>>
File: moreguys.png (7 KB, 760x280)
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mon designs
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>>4091420
neat
>>
File: burninggraspdemomuted.mp4 (575 KB, 1280x720)
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Working on a new spell for this dude for my SRPG, Shieldlinked. Grab a dude, pull him to you, burn the tiles he's pulled through. This dude also has a spell where he can dash across tiles and I thought that perhaps it would be cheesy to allow the player to have him dash onto a mountain, grab a boss, pull them into terrain they can't leave, then dash away. Then figured if a player thought of that and set that up, then good for them.
>>
>>4091504
pretty cool
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>>4089923
For RPGs, yeah.
>>
>>4090625
When you have the abstract skills for software development(data structures, formalizing requirements, building infrastructure/workflows, etc.) you can just figure stuff out yourself.
Easiest way to get there is just experience of making software from your job or a long term hobby. Getting there now, I'd recommend just reading a bit about computer science topics every day.

Personally I would say the "business logic" of an RPG is the fun and easy part and you could bang out simple prototypes of every system very quickly, even without AI.

>- save file and save systems
Look up SQLite. It's what your browser uses to store your settings, among many other examples. You can solve so many data issues with a database and it really simplifies many parts of an RPG.

>- grid-based dungeon crawlers
I only use grids for the combat system, but that's one of those things I could just figure out from experience. In the end it's just a two dimensional array that needs to hold a bunch of data on each field. What I didn't know(hexagon math) I could just google, that will always be a thing with such a big project.

>- text box for multiple languages
Got experience with translation systems from my job, so I just used that. Chances are pretty good that your use case can be solved with a webview that then turns all UI issues into ordinary webdev. Many, many programs use webviews because it's extremely convenient and there's an absurd amount of resources out there.

>Computer graphics books are mostly about triangles and light and rendering. They don't give a fuck about 2D stuff and menus and GUIs.
Graphics is probably the most difficult part of gamedev, the field is just absurdly huge. What you need to learn varies massively depending on what your game needs, i.e. stylized retro pixelart vs. photorealistic 3D. The quickest way is too look up games with the look you want and research how they were made.
>>
>>4090625
>- grid-based dungeon crawlers
https://rpgcodex.net/forums/threads/how-2d-first-person-rpg-dungeons-are-rendered-wizardry-strange-journey-bards-tale.105197/

In general, there is no guide or book or video titled "How to Make Wizardry-style Dungeon RPG". Most threads about this are usually just larpers saying handwavy stuff, something something raycasting, something something separate logic and representation/graphic, something something just use a 3D engine.
>>
>>4090625
>>4092015
Check the past dungeon crawler jams on itch, and somehow extract their codes to study. Or you know just ask them how.
>>
>>4090625
As long as you're keeping scope in mind, just try to do things in any way you can. I store my saves in plaintext, because I'd rather work on other parts of my game instead of worrying about the "best" way to do something. Give each concept a basic search, try to learn the ropes, but don't overthink.
>Computer graphics books are mostly about triangles and light and rendering
Don't make your own engine. Use something like Unity or Godot, they have plugins for RPG fundamentals. Everything else try coding yourself.
>>
>>4090625
You just need to accept you gonna reinvent the wheel and implement less optimal solutions for common JRPP tasks. Certain things are unintuitive too. For example, at high enough resolution software-based 2D faux-3D raycasting is less efficient than straightforward 3D implementation.



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