Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware Codexian Game Development Thread

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,181
Location
デゼニランド
/\ Use a different font.

That one is pretty bland.

Zep--
Thanks for the feedback, I'll see what I can do. I'll keep this one for now, though, since most other fonts looked like utter shit. Picked a few alternatives a few minutes ago, will see how they work.

I rather like the font, but I'm not terribly good with font. Could be nice to see some alternatives, maybe. Also highlighting somehow the variable elements might be beneficial.
Thanks.
I'll do some screenies with alternative fonts a little bit later (unless they look like utter shit and I'll have to keep searching for more). Not really good with font-related stuff too, that's why I had to ask for feedback. Could you elaborate on variable elements a little bit more?
 

Jonny Ree

Bouncyrock Entertainment
Developer
Joined
Nov 15, 2015
Messages
47
Location
Norway
Thanks.
I'll do some screenies with alternative fonts a little bit later (unless they look like utter shit and I'll have to keep searching for more). Not really good with font-related stuff too, that's why I had to ask for feedback. Could you elaborate on variable elements a little bit more?

I was thinking something like this: (ignore the spacing) a bit easier to see the aspects that change sort of things. Brings the eyes quicker towards the elements you might care about. Just a suggestion of course.
download
 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,181
Location
デゼニランド
Thanks.
I'll do some screenies with alternative fonts a little bit later (unless they look like utter shit and I'll have to keep searching for more). Not really good with font-related stuff too, that's why I had to ask for feedback. Could you elaborate on variable elements a little bit more?

I was thinking something like this: (ignore the spacing) a bit easier to see the aspects that change sort of things. Brings the eyes quicker towards the elements you might care about. Just a suggestion of course.
download
Good idea, I think it could be done pretty quickly. Thanks for the suggestion!
 

Keldryn

Arcane
Joined
Feb 25, 2005
Messages
1,053
Location
Vancouver, Canada
I can't remember a lot of solo 3D games to be honest and I need to see some good ones to see how achievable it is to do all the modeling, texturing, programing, and music/sound by yourself.

Unless you have unlimited leisure time and no expenses or responsibilities, it's not achievable. Very, very few individuals are skilled enough as an artist, programmer, designer, and composer to pull it off even with unlimited leisure time.

So you don't do all of that yourself. The key to making a game as a solo effort -- or as a small team effort -- is to recognize your limitations and be willing to make some compromises. I understand the desire to make a game that is truly your own by creating everything yourself, but that isn't realistic unless you're looking at making a simple and very tightly focused game.

Leshy mentioned some of the compromises that you may need to make with a solo effort, but if you can break free of the desire/need to build everything yourself, the scope of what you can create opens up considerably.

In an ideal world, you'd have a team working on your game, including artists to create unique art for your game. But you're not making a full-priced AAA game, so don't hold yourself to the same expectations. (Even AAA studios aren't doing all of their own art in-house anymore; on Max Payne 3 our in-house artists did the major characters and the important environment set-pieces, but a lot of the props, background elements, and minor characters were outsourced to companies in Asia.)

I want to create a CRPG like the ones I enjoy playing. I'm not an artist, and I don't have an artist on my team. The compromise that I have chosen is to make use of art assets purchased from the Unity Asset Store and focus my time and effort on developing interesting gameplay.

This is from a very early prototype that I've been working on. You will likely see those buildings and props in other games. Same with the trees and rocks. I can either make a game I don't really want to make by forcing myself to do everything on my own, or I can make something like this:

ju0THOg.jpg


xybuLWh.jpg


BXJQ8Lx.jpg



These shots are from the first terrain that I created using Gaia. I've since learned a lot more about using the tool and I've been able to do some more interesting things with it. All of the trees, grasses, and buildings were placed via Gaia's spawner rules (these ones are just using the sample models included with Gaia).

I'm not even writing much of my own code yet; the RPG systems are using ORK Framework. I have nearly two decades of programming experience under my belt, so it's not because I can't handle the coding aspect. I simply haven't needed to yet, and as a result I've been able to focus almost entirely on designing the game, rather than spending months just getting a basic engine working. Eventually, I'll see what I can accomplish with some strategic re-texturing (or just modifying existing textures) and some different shaders.

As I said above, in an ideal world you'd have unique environment art for your game. In the real world, you can get something like this for $70 USD (regular price; currently on sale for $47):

296ddaa9-8cc3-43bc-813b-46689fb11ae6_scaled.jpg



You just need to make sure that all of your visual assets look good together; the example above (Make Your Fantasy Game) has some great artwork but it has a bit of a painted look to it, so it wouldn't mesh well with photorealistic assets.
 

kangaroodev

Educated
Joined
Feb 13, 2016
Messages
76
Location
On my chair
I see what you mean, I don't have much time at all so it would take me just too long to finish it in that way. I will probably have to make the hard decision of abandoning the idea of a polished solo 3d game then because you made a pretty convincing post, or if I still want to do it then maybe I'll purchase a great pack like the one in your pics. Hard decision because I really want original graphics, but yeah it's a compromise you have to take when doing something bigger.

Looking at your game (which looks very good) I started to think that maybe it's not such a bad decision to buy some premade assets at all. Since for $50 bucks you started working directly on the game right then, and if it picks up interest later in the future you could hire some 3d artist to redo everything, and that moment can be much closer since you already have something to work with. I'll have to think about it, I could either buy some pretty assets to get me started and work on the game until it attracts some people, or do everything by myself in 2D (will still take a lot of time) to sort of making it at least achievable.

So maybe then it can't be achievable solo if I want to make something decent since I don't have enough time, but with bought assets as placeholders I could have something until I find someone to do the actual models. Sounds better, it's either this option for me, or I'll keep using 2D. Either way thanks for making a good post on this, and also you too Leshy.
 

Keldryn

Arcane
Joined
Feb 25, 2005
Messages
1,053
Location
Vancouver, Canada
I see what you mean, I don't have much time at all so it would take me just too long to finish it in that way. I will probably have to make the hard decision of abandoning the idea of a polished solo 3d game then because you made a pretty convincing post, or if I still want to do it then maybe I'll purchase a great pack like the one in your pics. Hard decision because I really want original graphics, but yeah it's a compromise you have to take when doing something bigger.

You can do a fairly polished 3D game on your own -- you just need to keep the scope manageable. Make an RPG with 10-15 hours of gameplay, focus on a few interesting locations and stay away from the sprawling open-world gameplay.

I have two children ages 6 and 3, so my free time is pretty limited. I started building this prototype in November.

Looking at your game (which looks very good) I started to think that maybe it's not such a bad decision to buy some premade assets at all. Since for $50 bucks you started working directly on the game right then, and if it picks up interest later in the future you could hire some 3d artist to redo everything, and that moment can be much closer since you already have something to work with.

Well, I've spent significantly more than $50, but yes, I was able to start working directly on the game. ORK Framework has been invaluable in that respect as well (I got it a while back at 50% off, but it's absolutely worth the full $100). The art packs that I'm using are the Village Exteriors Kit and Village Interiors Kit from 3DForge ($60 each). I've seen the term "modular" used many times, but it truly applies to these kits. The two kits are designed to work together, so you can build interiors and place them directly inside the building exteriors:

wp65bf33fd_05_06.jpg


I don't think there is a better deal on the whole Asset Store; for $120 you get virtually everything you need to build towns and dungeons. The only major omission is a set of castle pieces, and those are coming later this year as a free update to Village Exteriors (Interiors Kit already does castle interiors). These two kits go on sale for 33% from time to time (I got mine at $45 each in December), often around holidays.

I'll have to think about it, I could either buy some pretty assets to get me started and work on the game until it attracts some people, or do everything by myself in 2D (will still take a lot of time) to sort of making it at least achievable.

So maybe then it can't be achievable solo if I want to make something decent since I don't have enough time, but with bought assets as placeholders I could have something until I find someone to do the actual models. Sounds better, it's either this option for me, or I'll keep using 2D. Either way thanks for making a good post on this, and also you too Leshy.

Don't make your plans around finding an artist. That goes double for any sort of crowd-funding (no, not double... a billion times NO on this). Either decide to buy most of your visual assets and assume that you'll use those in the end, or scale back your visuals to something that you can do yourself. Honestly, I find 3D assets easier to modify than 2D assets (especially when it comes to animations). I can't draw or paint worth crap, but I can do some environment models in a pinch. It takes me a long time, but if I need a few custom pieces, I can build them.

As they say, don't let the perfect be the enemy of the good. You don't need to start with your dream game (it's probably better NOT to). Try starting by looking at the tools and assets that are available to you and design a game to make the best use of those. Actually finishing a game and getting it out there will significantly improve your chances of finding an artist to work on your next game. It's hurdle that you need to get over (well, me too since I haven't released a game yet).
 

Leshy

Educated
Joined
Mar 9, 2014
Messages
33
Location
Cydonia, Mars
A small update in my Isometric RPG:
Implemented party management, area transitions as well as scriptable interaction logic.
Also I managed to change the character assets to the ones I want to use (although these are still WiP ;)).

One of the characters, pre-rendered using Blender.
anim_sasha.gif


Video of interaction logic in action:


And how the interaction is defined:
inter_edit.png

I don't use any spreadsheets, as you can see the interaction is defined as a graph. Makes it much easier to manage loops and complex branches. Every node can have a condition (which is implemented as a small JavaScript program) and action that can be performed upon reaching it (again JavaScript). In the example above the interaction unlocks the door.

Script editor, which is part of the game editor I use:
screenshot_01.png

The scripting language is just JavaScript with a custom API. The editor has a list of all functions in the game on the right, along with tooltip documentation (for quick reference) and also basic realtime parsing to catch some of the errors that might appear in the script.

Looks really cool! From scratch or which engine?
Thanks ^_^.
Actually neither engine nor from scratch. I'm using libGDX and my custom framework and game editor.
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
I signed up but I don't know if I'll have much time for it.
 

Zep Zepo

Titties and Beer
Dumbfuck Repressed Homosexual
Joined
Mar 23, 2013
Messages
5,233
Is the whole game screen supposed to be 64x64 or just sprite size?

Zep--
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom