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Old school Isometric RPG hardship

Joined
Oct 26, 2016
Messages
1,914
Just when you thought the hardship was over. It has only begun! I have overhauled the UI yet it is only the very beginning.

WnxmTJ6.png


9A8rkyM.png


All base features are now done. Its bug fixing now. And there are a lot of bugs.

The trading/inventory window is done, fully functional.
xrfxJjU.png


Talent trees added. Fully done.
81UkFPO.png


TCpOG1d.png


And character screen. Done.
RYSaTpY.png


Scripting system.
SXz4WcJ.png


The script system is very basic but scripts can be combined and chained together. Scripts can also be embedded in conversation trees, which may be called from scripts and also the other way around.
QxCTQI6.png


There is also a map and questing system, linked together which all work with the scripting system. (not shown)

A level editor has started, lots of work to do here, along with save/load which is postponed until design is finalised.
MLySxTB.png


I have also setup a discord channel to share info, developer demos, and most importantly get free QA valuable feedback.

Certainly nothing is finalised but we are closing in on an insider private demo. We are getting really close to a baseline engine which means a playable demo is also getting a lot closer. I am really looking forward to putting the engine to bed for a while and creating some content.
 
Last edited:

Tavernking

Don't believe his lies
Developer
Joined
Sep 1, 2017
Messages
1,218
Location
Australia
So this all goes back to some years ago when I had been wanting to make an isometric rpg for ages - similar in art style to Baldurs gate or perhaps Spiderweb's rpgs, something like that. I had been dreaming up this idea (over many bathtub sessions) where I would create a small open world with complex factions and where choices have true meaning and so on.

How's the writing going? Please don't underestimate how long it takes to write complex factions where choices have true meaning, especially if you want it to be good writing. I'm learning that it takes ages and it's easy to get burnt out.
 
Joined
Oct 26, 2016
Messages
1,914
So this all goes back to some years ago when I had been wanting to make an isometric rpg for ages - similar in art style to Baldurs gate or perhaps Spiderweb's rpgs, something like that. I had been dreaming up this idea (over many bathtub sessions) where I would create a small open world with complex factions and where choices have true meaning and so on.

How's the writing going? Please don't underestimate how long it takes to write complex factions where choices have true meaning, especially if you want it to be good writing. I'm learning that it takes ages and it's easy to get burnt out.
Pretty much any creation worth appreciating take a great deal of time to develop. After the initial work, most of remaining time used is often spent on going over the work, again, again, again. Building up layer by layer, refining. The writing aspect of course will be more of the same.

The truth is the story, imagined over 12 years, is vast but is all in my head, nothing is written down. Because of this I expect lots of blind spots to come up that will need filling in. The story is also far too big to fit into one game alone, it will need several to tell the story. Or at least this is how I imagine it.
 
Joined
Oct 26, 2016
Messages
1,914
I ought to have spent yesterday bug fixing yet instead I got side tracked and started work on some basic environmental effects.
https://rumble.com/v2vwuxm-june-23-2023.html

dJBJirV.png


I now am wondering what to do about "regular" weather. I do not wish to take things to far but perhaps I missing something when the weather is clear?!
 
Last edited:

d1nolore

Savant
Joined
May 31, 2017
Messages
666
Just when you thought the hardship was over. It has only begun! I have overhauled the UI yet it is only the very beginning.

WnxmTJ6.png


9A8rkyM.png


All base features are now done. Its bug fixing now. And there are a lot of bugs.

The trading/inventory window is done, fully functional.
xrfxJjU.png


Talent trees added. Fully done.
81UkFPO.png


TCpOG1d.png


And character screen. Done.
RYSaTpY.png


Scripting system.
SXz4WcJ.png


The script system is very basic but scripts can be combined and chained together. Scripts can also be embedded in conversation trees, which may be called from scripts and also the other way around.
QxCTQI6.png


There is also a map and questing system, linked together which all work with the scripting system. (not shown)

A level editor has started, lots of work to do here, along with save/load which is postponed until design is finalised.
MLySxTB.png


I have also setup a discord channel to share info, developer demos, and most importantly get free QA valuable feedback.

Certainly nothing is finalised but we are closing in on an insider private demo. We are getting really close to a baseline engine which means a playable demo is also getting a lot closer. I am really looking forward to putting the engine to bed for a while and creating some content.
Whats the discord channel?
 
Joined
Oct 26, 2016
Messages
1,914
Just when you thought the hardship was over. It has only begun! I have overhauled the UI yet it is only the very beginning.

WnxmTJ6.png


9A8rkyM.png


All base features are now done. Its bug fixing now. And there are a lot of bugs.

The trading/inventory window is done, fully functional.
xrfxJjU.png


Talent trees added. Fully done.
81UkFPO.png


TCpOG1d.png


And character screen. Done.
RYSaTpY.png


Scripting system.
SXz4WcJ.png


The script system is very basic but scripts can be combined and chained together. Scripts can also be embedded in conversation trees, which may be called from scripts and also the other way around.
QxCTQI6.png


There is also a map and questing system, linked together which all work with the scripting system. (not shown)

A level editor has started, lots of work to do here, along with save/load which is postponed until design is finalised.
MLySxTB.png


I have also setup a discord channel to share info, developer demos, and most importantly get free QA valuable feedback.

Certainly nothing is finalised but we are closing in on an insider private demo. We are getting really close to a baseline engine which means a playable demo is also getting a lot closer. I am really looking forward to putting the engine to bed for a while and creating some content.
Whats the discord channel?
https://discord.gg/Hz6S4P7n
 
Joined
Oct 26, 2016
Messages
1,914
The refactor has paid off, allowing for:-

-Saving, loading complete.
-UI restyle.
-Editor complete.
-Prepared mod capability (build assets without code base).
-Updated 2 talents, bow, fireball.
-Bug fixes.
wDXhKqh.gif
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,629
I would rather have one spell that creates an interesting localized weather effect in combat than an entire game with dynamic weather that is just cosmetic.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,629
I would rather have one spell that creates an interesting localized weather effect in combat than an entire game with dynamic weather that is just cosmetic.
That could be done, but why?
I think it is fine for each area to have weather to flavor it and little is gained by it raining/snowing sometimes at random.
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,566
I would rather have one spell that creates an interesting localized weather effect in combat than an entire game with dynamic weather that is just cosmetic.
That could be done, but why?
I think it is fine for each area to have weather to flavor it and little is gained by it raining/snowing sometimes at random.
One full map where movement during fight is limited/protagonists take damage during fights/range attacks are limited/spells don't work/some damage types are increased or decreased/whatever can be fun too and a weather effect is a cool way to both justify and materialize that, no?
 
Joined
Oct 26, 2016
Messages
1,914
I would rather have one spell that creates an interesting localized weather effect in combat than an entire game with dynamic weather that is just cosmetic.
That could be done, but why?
I think it is fine for each area to have weather to flavor it and little is gained by it raining/snowing sometimes at random.
One full map where movement during fight is limited/protagonists take damage during fights/range attacks are limited/spells don't work/some damage types are increased or decreased/whatever can be fun too and a weather effect is a cool way to both justify and materialize that, no?
Its a suggestion I agree with. I had not intended for the weather to be purely cosmetic. In darkness(non lit areas or daylight) you can sneak more easily.
As for rain and snow I have not really considered what the impact would be. Probably it will slow down movement a little.

I guess range spells would be less effective in rain & snow, and ranged in general would be less effective and melee weapons would be slightly preferable. The impact would not be large though. I am thinking less than 10%.

That sort of thing seems reasonable to me.
 
Joined
Oct 26, 2016
Messages
1,914
I would rather have one spell that creates an interesting localized weather effect in combat than an entire game with dynamic weather that is just cosmetic.
That could be done, but why?
I think it is fine for each area to have weather to flavor it and little is gained by it raining/snowing sometimes at random.
I can see that it would provide a tactical advantage to make use of snowing conditions to do a battle against a large ranged force.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,629
I would rather have one spell that creates an interesting localized weather effect in combat than an entire game with dynamic weather that is just cosmetic.
That could be done, but why?
I think it is fine for each area to have weather to flavor it and little is gained by it raining/snowing sometimes at random.
One full map where movement during fight is limited/protagonists take damage during fights/range attacks are limited/spells don't work/some damage types are increased or decreased/whatever can be fun too and a weather effect is a cool way to both justify and materialize that, no?
I suspect you skimmed over the word "cosmetic" in my post.
 
Joined
Oct 26, 2016
Messages
1,914
I am in the UI doldrums (https://oceanservice.noaa.gov/facts/doldrums.html).

I am going round in circles. Everything else there is a way forward but this.

Its mainly the HUD I don't like. Its just not right. But what is?
DFYDzYb.png


I like the layout and functionality of the menus but there is no style, its still placeholder. I could literally swap this out once I get a theme.

sWQTeVO.png

JECGZna.png


Maybe I need a theme...for inspiration?
 
Joined
Oct 26, 2016
Messages
1,914
Making some prototype mockups of a new UI.

Zo6Y6eS.png


ul034o7.png


Its at odds with the current visuals. However all assets will be remastered again be more gritty and textural, the scene will have more detail too. Thats the intention of where to take it at least. So a kind of dark UI I think will fit. Maybe. I'm not sure actually.
 
Joined
Oct 26, 2016
Messages
1,914
As I come to the UI, I wonder what resolutions need to be supported?

I am developing in 1920x1080, 1366x768, 1280x720. What other preferences are there?
 

ds

Cipher
Patron
Joined
Jul 17, 2013
Messages
1,374
Location
here
Ideally, any resolution. We already moved from 4:3 to 16:9 with ultrawide ~21:9 slowly becoming more popular.

If you are looking for what you can get away with then the Steam hardware survey is probably what you want to base your decisions on - see Primary Display Resolution.

But if you can, make sure to scale to fit and at least letterbox/pillarbox for arbitrary resolutions.
 
Joined
Oct 26, 2016
Messages
1,914
pGXkv8S.png


Updated HUD. Its more the look I want but needs some refinement as theres a bit of empty space. The entire UI has been updated to this new style.
 

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