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Vapourware Codexian Game Development Thread

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
2,847
Location
デゼニランド
HP_Bars.jpg

I'm making a new game in the Himeko Sutori engine. I'm still calling it Septaroad Voyager (a play on Octopath Traveler), but I'll probably change the name. The main concept, the Tactic system, is similar to Final Fantasy XII's Gambit system where you give your party members a sort of program to follow, but I'm going to give the characters a bunch of abilities that interact, sort of like Final Fantasy XIV or World of Warcraft. So one type of attack might give a status effect that will give a bonus to a different attack, possibly from a different character class, and you'll want to set up your tactics accordingly.

Here you see 4 characters (out of a maximum of 7) fighting a slime. Nothing here is faked. HP bars, damage popups (not shown), attack timers, attack animations, controller input, k&m input, equipment, skill unlocks, character classes, tactic management, and potions are all working. And I'm trying to polish things up really well as I go (as opposed to the original Himeko Sutori approach where I left things barely functional and tried to come back to them later). The HP bars here are really dominating the scene and it's hard to see what's going on behind them. I based them on the FFXII health bars, where fewer characters take up a larger portion of the screen. I think I'll need to take a look at health bars from RTS and MOBA games instead.
I strongly suggest playing The Last Remnant, it managed to create a nice system where you issue orders to squads and let them decide the rest.
 

Nathaniel3W

Rockwell Studios
Patron
Developer
Joined
Feb 5, 2015
Messages
804
Location
Washington, DC
Strap Yourselves In
Is there a rule about cross-posting or spamming? I just posted a link to my latest YouTube video over on my game's page in the weeaboo forum. But I'd like to brag about it to the devs too. I guess I'm going to post it here and I'll see what happens.


Smaller health bars, target designator particle effects, menus, tactics that your party will follow in combat, and other stuff. A lot of the major systems are in place now, but I know better than to estimate how close I am to done. I'd like to say the expansion's major systems are over 50% done, but if I said that, I would probably later discover that they were only 25% done.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,388


A small project inspired by Blade Runner I've been working on. Haven't had time lately to dedicate significant efforts to my main project, so this is the best I can do currently.
 

Twiglard

Poland Stronk
Patron
Sad Loser
Joined
Aug 6, 2014
Messages
5,544
Location
Poland
Strap Yourselves In
Implemented flight controls (and anti-gravitational Chinese takeout).

How is this going to work? It's not like there are any control surfaces or aero forces on a flying car, except for drag. Looks very atmospheric though.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,388
Implemented flight controls (and anti-gravitational Chinese takeout).

How is this going to work? It's not like there are any control surfaces or aero forces on a flying car, except for drag. Looks very atmospheric though.

In a world of perpetual rain and towering black monoliths, the mechanics of flight are low on anyone's list of concerns.
 

Nathaniel3W

Rockwell Studios
Patron
Developer
Joined
Feb 5, 2015
Messages
804
Location
Washington, DC
Strap Yourselves In
Content I recently added to Redaxium.

vLW95j9.png


The person is a trader who accepts bodyparts for candy.
Nice pumpkins. Have you updated the UI too since your last post?

I don't know if you're specifically going for weirdness over ease of "reading" the scene, but I think the jack-o-lanterns would be easier to see if the insides were yellow or illuminated somehow.
 
Developer
Joined
May 30, 2021
Messages
461
Content I recently added to Redaxium.

vLW95j9.png


The person is a trader who accepts bodyparts for candy.
Nice pumpkins. Have you updated the UI too since your last post?

I don't know if you're specifically going for weirdness over ease of "reading" the scene, but I think the jack-o-lanterns would be easier to see if the insides were yellow or illuminated somehow.

Hey thanks, I don't recall what my last post in this thread was. But I moved away from that metallic messy GUI I had on launch day.

You're probably right about the inside of the jackolantern not being very lanterny. Damn. Maybe next Halloween i'll do a bettter job.

Unforutnately my process to push out update for the game is very long. It makes minor touchups super inefficient to bother with.
 

not bionicman

Learned
Joined
May 31, 2019
Messages
353
I cannot finish developing my games, I always have new ideas :negative:

Do not despair, I've had this same problem, but, in my opinion, it's actually a good thing because shitty ideas result in shitty games.

Some (obvious) suggestions to solve this:
- Focus on the idea part until you feel it is just right before moving on to programming etc, as it will waste your time if your concept is unsound.
- Focus on game projects which you and/or your team can develop a prototype for in a relatively short and manageable span of time. That way you don't waste too much time on development itself and can figure out whether the idea works or not in practice (since a lot of ideas you don't know whether they work or not until the implementation itself).
 
Developer
Joined
May 30, 2021
Messages
461
I cannot finish developing my games, I always have new ideas :negative:

I have the same problem. Like Sonic I like to go fast, and speed-run game development, rather than do it right.
In a petersonian sense it's to elevate my game's sexual market place value.

I'm a beta-only developer.
 

Tavernking

Don't believe his lies
Patron
Developer
Joined
Sep 1, 2017
Messages
962
Location
Australia
im gonna try creating something simple in godot. looks very promising (the tool that is, i havent started anything yet)

anyone tried it?

Yeah, very easy to use compared to other game engines. Extremely powerful for 2D games. Lackluster for 3D games but they're working on it
 
Joined
Jan 9, 2011
Messages
2,585
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
im gonna try creating something simple in godot. looks very promising (the tool that is, i havent started anything yet)

anyone tried it?
Godot is fantastic. I played with it just a bit, but docs are good, internal scripting language is really nice, and if you know python it just works. Being able to easily write parts of logic in c++ and plug that in is good as well.
 

Arbaces

Literate
Joined
Sep 11, 2021
Messages
40
im gonna try creating something simple in godot. looks very promising (the tool that is, i havent started anything yet)

anyone tried it?
Godot is alright. You have to get used to thinking in terms of the built in nodes, but once you have them down it's great for rapidly prototyping ideas. The scripting language is cleanly designed and easy to pick up. It has some heavy limitations for 3D right now. The biggest one is major stutter due to lazy shader compilation. Even their demo projects suffer BADLY from it You can hack a workaround by rendering objects with every shader you will use offscreen at startup, but that's self-evidently absurd and wastes dev-time.

I found Godot 3 almost unusable for VR because of that and the lack of multiview extensions. The team jumped the gun presenting version 3 as ready for 3D use; just because it makes nice looking screenshots with its fancy PBR renderer doesn't mean it will be good for a game. Multiplayer doesn't fare much better than 3D: there's no sandboxing on the scripting language, and you're on your own if you need more complex netcode. If you're making a singleplayer 2D game, then I highly recommend it. If not, weigh your options carefully. Hopefully version 4 will be better.
 

Zed

Codex Staff
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Staff member
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Oct 21, 2002
Messages
16,916
Codex USB, 2014
thanks for the replies, all.

it would have been fun to try something 3D, but I'll hold off on it until they've improved it. 2D it is

as for the scripting part, since I use C# professionally in my work, I'll try hooking up VS Code
 

Nathaniel3W

Rockwell Studios
Patron
Developer
Joined
Feb 5, 2015
Messages
804
Location
Washington, DC
Strap Yourselves In
thanks for the replies, all.

it would have been fun to try something 3D, but I'll hold off on it until they've improved it. 2D it is

as for the scripting part, since I use C# professionally in my work, I'll try hooking up VS Code
If you want to make a 3D game, and you're most comfortable in C#, it sounds like Unity would be a natural fit for you.
 

PrettyDeadman

Guest
thanks for the replies, all.

it would have been fun to try something 3D, but I'll hold off on it until they've improved it. 2D it is

as for the scripting part, since I use C# professionally in my work, I'll try hooking up VS Code
You can use c# with godot.
 
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