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Golden Fall 2 (dev blog)

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
2,806
RPG Wokedex




I decided to make another RPG game. Golden Fall 2 is just the working title name.
I hope I persist.
I created this thread to show my progress and ask for feedback and advice.

First, I think I might have 3 classes, or implied classes.
Warrior/Rogue/Mage.

There will be 3 attributes.
Strength, Dexterity and intelligence.
More variety of skills and magic.
More variety of items/weapons.

I have an idea for a story. With 3 dungeon levels where you can go back to town at any time.
Then the rest of the levels, you cannot go back to town anymore(but have shop keepers in the depths of the levels).
Maybe about 8 or 9 levels. We will see.


Here is trying to improve the visuals, so I added seams to tiles and the "fog of war".
Also better looking stats bars.
There is also an equipment GUi in the workings:

Screenshot1.png
 
Last edited by a moderator:
Self-Ejected

Daze

Red Panda Alt
Joined
Dec 10, 2019
Messages
173
Yeah, you definitely need more features, Pompi.
Work your way up.
Just tell us when you release it.
 

PompiPompi

Man with forever hair
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Developer
Joined
Jul 22, 2019
Messages
2,806
RPG Wokedex
Hi,
I thought of working on other type of games, like FPS and VR games.
However, those types of games are more stressing. I find that I enjoy working on RPGs the most and it's the most relaxing.
That means I am going to post here more.

I am working on the Golden Fall 2 again, here is some progress screenshots. Specifically for Character/Equipment.

Please give me suggestions as how to improve the GUI.

The stats are like so:

XP - Experience.
HP - Life points.
Spirit - Mana points.
Str - Strength attribute. Adds to attack/damage/carry.
Dex - Dexterity attributes. Also adds to attacks, and armor.
Int - Intelligence attribute. Adds to spell related stuff, and maybe also trading.
Attack - The attack bonus for hitting an enemy.
Armor - The Armor bonus for avoid being hit by an enemy.

The equipment right now is armor and weapons. Armor and Weapons modify your attack/armor modifiers and the amount of damage you make.
They might also have different range/reach and different attack time units.

Skills/Spells are acquired with leveling up or buying from traders.

There are also potions/herbs.
Potions and herbs currently only heal HP and mana. You cannot regain mana without a potion or without leveling up.
There are also effects, either positive or negative from spells and special damage.


I am a bit disoriented with what I should do next, so I think currently I will focus on better GUI. That's why I laid out the mechanics for this game, more or less.

screen_1920x1080_2020-01-24_21-01-57.png
screen_1920x1080_2020-01-24_21-06-56.png
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
2,806
RPG Wokedex
I had an issue where the side walls are not visible from the outside, so you don't even know if there is a door there. So I tried to solve it with partially unseen tile. Not sure if it makes sense.

screen_1920x1080_2020-01-25_18-43-26.png
screen_1920x1080_2020-01-25_18-43-28.png
screen_1920x1080_2020-01-25_18-43-30.png
screen_1920x1080_2020-01-25_18-43-31.png
screen_1920x1080_2020-01-25_18-43-34.png
 
Self-Ejected

Daze

Red Panda Alt
Joined
Dec 10, 2019
Messages
173
Still love the visuals. Game just hasn't enough features.

You could make it randomly generated so it becomes a real roguelike.
That's really a lot of work but it would pay out gameplay-wise.

But i see you have stats now and can hold the moving keys. At least some progress.
You still need shortcuts or something like a quickbar.

NPCs could get annoying when they block your path.
Watch our for that.

But cute dogo. :shittydog:
 
Last edited:

PompiPompi

Man with forever hair
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Developer
Joined
Jul 22, 2019
Messages
2,806
RPG Wokedex
An update, there is a second test level now.
Also, tried to add modifier stats on enemies if you hover over them when they are in attack range.
You can skip turn with Space bar btw
 

PompiPompi

Man with forever hair
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Joined
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Messages
2,806
RPG Wokedex
I am trying to reorganized the GUI, make GUI elements smaller and put the skills/quick items in it's on slab.
The gray background for skills is temporary.

NewGUIOrganization.png
 

PompiPompi

Man with forever hair
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Developer
Joined
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Messages
2,806
RPG Wokedex
I have now added allocating attribute points.
Each weapon will have a combination of Str/Dex/Int that will increase the attack or damage you deal with it.
Some weapons will not be able to be used without enough Str/Dex/Int.

So it might be something like this:
A heavy weapon might need 2 Str + 1 Dex for every attack bonus.
A bow might need 1 Str + 2 Dex for attack bonuses.
For damage you might need even more Str and less Dex for heavy weapons.
Int can also come into play, limiting how much attack bonuses you can get with low intelligence.

What do you think? Do you have tips on how to get bonuses from Int/Dex/Str?

 

None

Scholar
Joined
Sep 5, 2019
Messages
1,455
Add a hard value counter to the attributes, especially if you are going to have them be requirements for using weapons. Or have the bar have little notches in it so you can easily see how many points you have in it without guessing/having remembered.
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
2,806
RPG Wokedex
Some GUI improvements from tips from people.
Still lots of work.
There is now info highlight on items in the equipment.

 

Mastermind

Cognito Elite Material
Patron
Bethestard
Joined
Apr 15, 2010
Messages
21,144
Steve gets a Kidney but I don't even get a tag.
plays and looks ok but I have no idea if another light roguelike really needs to exist given that i've played several games with similar features, dropped them all after half an hour and can't remember any of their names.
 

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