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.

Upcoming and future role playing games

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,148
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
God of War
RELEASED!
Action, Third Person, Greek Mythology, Norse Mythology, Crafting


Hero Lodge
RELEASED!
Turn-based, Tactical, Party-based, Isometric, Pixel Graphics


Mary Skelter 2
RELEASED!
JRPG, Blobber, Dungeon Crawler, Turn-based
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,545
Since when is God of War, especially nu-God of Soy one, related to a RPG at all? Is Devil May Cry a RPG too nowadays?
 

Rahdulan

Omnibus
Patron
Joined
Oct 26, 2012
Messages
5,303
You don't get it. Stats and gear, my man. Stats and gear.

3377372-screen-shot-2018-04-18-at-3-01-01-pm.jpg
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,545
Damn, the HD certainly makes nu-Kratos look even fatter and less competent than ever.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,148
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Since when is God of War, especially nu-God of Soy one, related to a RPG at all? Is Devil May Cry a RPG too nowadays?
God of War (2018) has nothing in common with Devil May Cry. It does not play like the older God of War Games.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,148
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Since when is God of War, especially nu-God of Soy one, related to a RPG at all? Is Devil May Cry a RPG too nowadays?
God of War (2018) has nothing in common with Devil May Cry. It does not play like the older God of War Games.

It's still not an RPG, doesn't matter if they slapped in some shitty loot.
It's sure as fuck not a character action game. I played it, it's reasonable to call it action rpg. Even if it's not, it's in the list.
 

NerevarineKing

Learned
Joined
Jan 6, 2021
Messages
315
Since when is God of War, especially nu-God of Soy one, related to a RPG at all? Is Devil May Cry a RPG too nowadays?
God of War (2018) has nothing in common with Devil May Cry. It does not play like the older God of War Games.

It's still not an RPG, doesn't matter if they slapped in some shitty loot.
It's sure as fuck not a character action game. I played it, it's reasonable to call it action rpg. Even if it's not, it's in the list.

I played it for a couple hours and thought it was shit and abandoned it. Terrible decline for a decent action series.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,148
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I don't disagree. I played it and beat it. I prefer the previous games by a large margin. Had it not been for PS+, I would never have played it.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,148
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Symphony of War: The Nephilim Saga
Release Date: TBA
"JRPG", Tactical, Turn-based, Squad-based, Pixel Graphics

Striving for Light
Release Date: TBA (Available on Steam EA)
Action, Top Down Camera, Roguelite, Classless, Skilltree

Elementite
RELEASED!
Third Person, Action, Shooter, Open World, Sci-Fi


暖雪 Warm Snow
RELEASED!
Chinese, Roguelike, Top Down Camera, Action


Ephemeral Tale
RELEASED!
Turn-based, "JRPG", Pixel Graphics, Random Item Generation, Single Character
 
Last edited:

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,541
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Some stuff about Streets of Rogue sequel.
Overview of the sequel from latest update: https://store.steampowered.com/news/app/512900/view/3146323379887553148
Sequel News
2021 was actually the most difficult year for me in terms of sheer brain-busting programming challenges since I began development way back in 2013. My goals for the year were simple: get the hard, technical stuff out of the way, and create a solid base for my future work on the game. 2022 is all about implementing actual structure and content into the game, which should hopefully be a lot more fun and a lot less stressful. I'm super excited about my upcoming work, and I can't wait to see this thing start to come together as a cohesive whole.

Got suggestions for what you want to see in the sequel or questions for me? Post them in the comments below, and I'll try to answer what I can!

(From here on out, I'll be referring to the sequel as "SOR2", but just to be clear, it doesn't have an official name as of yet.)

Here's just some of what I've been working on:
  • Fully streaming open world
    - The original Streets of Rogue was level-based. Upon entering a new level, the game would procedurally generate everything over the course of a loading screen. This is how a typical rogue-lite works.

    Streets of Rogue 2 takes an approach similar to other procedurally generated open-world games, such as Minecraft. As the player moves along the landscape, the procedural generation system works its magic to determine what the world should look like, new chunks of data are streamed in, and old data is removed.

    There’s nothing particularly new or innovative about how I’ve approached all of this. However, the major challenge comes in the form of integrating my existing systems into this new structure. AI, combat, items, world interactions, etc., there are very few aspects of the game that didn’t need heavy modification to function properly.

  • World generation system
    - At the start of a new game, SOR2 generates a large procedural world that is (for the moment at least) approximately 3,000 times the size of a SOR1 level. This world includes a full countryside to explore, complete with numerous cities and towns, and an interconnected road system.

  • “Dungeons”
    - When I say “dungeon”, I’m referring to any area that the player enters which isn’t a part of the main open world. This could end up being anything from a small cave to a multi-story underground city.

  • New Save/Load system
    - The original SOR allowed for saving at the beginning of levels. Nothing too fancy. However, saving the state of a large open world is… something more of a challenge. Bear in mind that SOR2 is a persistent sort of open world, more akin to Skyrim than GTA5. For example: if you blow up a wall, it stays blow’d up. If you punch a shopkeeper, he’s going to stay angry, even if you walk halfway across the world and return to his shop.

  • New map systems
    - SOR2 actually includes a couple of different types of maps. First off, there’s the “close-up” maps, which are similar to the maps in SOR1, but are now capable of following the player as they move around the open world. And second, there’s a much more zoomed-out world map, which shows a somewhat abstract version of the entire game world.

  • Day/night cycle
    - The game world changes in significant ways based on the time of day…

  • NPC Schedules
    - NPCs are now capable of pursuing different goals based on the time of day. For example, a Shopkeeper might leave their home at 8:00 in the morning, drive their car to a store that they own, work until 10:00 at night, and then return home.

  • Vehicles
    - There were two major challenges to solve when implementing vehicles: A. coming up with a solid driving model that’s both fun and not completely awkward due to the top-down nature of the game, and B. NPC artificial intelligence. I’m happy to say that both A and B are in great shape right now.

  • Animals
    - Yes, the game will have animals this time around. No, I’m not going to say which ones. Will they be playable?... We’ll see!

  • Ability to build walls and floors
    - SOR2 will allow players to create their own structures within the game world. While I don’t want to give away any specifics about the purpose of these structures just yet, I will say that they may have uses beyond what is typically seen in open-world sandbox games.

  • Diagonal walls
    - In the original SOR, you may have noticed that walls exclusively face 90-degree angles. Last February, I spent three torturous weeks re-jiggering my systems to allow for 45-degree angles as well.

  • Level editor updates
    - The level editor has been updated to accommodate new features of SOR2, such as the ability to construct large regions of the world.

  • “Abstracted” AI system
    - NPCs are capable of continuing to pursue their high-level goals regardless of their distance from the player, and with little performance cost. Just because you’re on the opposite end of the world, doesn’t mean NPCs can get out of doing their jobs!

  • Full couch co-op support
    - Returning from the first game, SOR2 still supports up to four players in split-screen mode. Players can act completely independently from one another, visiting different locations on the map at the same time, or even entering different dungeons.

  • Full online multiplayer support
    - Much like the first game, SOR2 will allow for players to jump into and out of a game at any time. Loads of time has been spent adapting online multiplayer to the game’s new open world structure.

  • Early quest integration
    - All of the quest types from the original game are fully functional in SOR2, with a number of new ones planned. I’m also intending to add some actual narrative to the quest system this time around…

  • A new look
    - While SOR2 retains the top-down perspective of the first game, the graphics are in the process of being overhauled to look super-stunning.

  • Performance and memory optimization
    - I spent close to two months optimizing the crap out of this game. Why so much time at such an early juncture? Imagine this scenario: four players in split-screen coop are driving their cars at high speeds in four completely separate locations on the map, in areas dense with buildings and objects. And they’re playing on a Nintendo Switch. For my own peace of mind, I needed to ensure that it was actually feasible to do this while maintaining a decent-ish frame rate and streaming in new data quickly enough.

  • Bug testing
    - A LOT of time has been spent working out the kinks in the features that I’ve listed above. My hope is that I won’t be constantly getting stopped in my tracks with showstopping bugs during my efforts to add “the fun” to the game this year.

Hopefully I'll have some more news for you in the coming months!
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,148
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Watcher Chronicles
RELEASED!
Cartoony, Metroidvania, Side Scroller, Action, Interconnected World


Hammerheart
Release Date: TBA (Available on Steam EA) (Demo Available on Steam)
Real-time, Roguelike, Vikings, Top Down Camera, Party-based
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,325
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Released games in 2021: This will be the whole list. If you find a game that you feel should be on this list, don't hesitate to inform me!

Role Playing Games


The Curse of Feldar Vale
RELEASED!
Turn-based, Party-based, Roguelite, Class-based

I own this and it's not a Roguelite at all.

It's a hand-designed tactical RPG with Gold Box style combat. No random generation, and no "lite" either, it's a full-fledged oldschool CRPG.

Also you seem to have forgotten this one in the 2021 releases:


That one is roguelike/roguelite.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,148
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Released games in 2021: This will be the whole list. If you find a game that you feel should be on this list, don't hesitate to inform me!

Role Playing Games


The Curse of Feldar Vale
RELEASED!
Turn-based, Party-based, Roguelite, Class-based

I own this and it's not a Roguelite at all.

It's a hand-designed tactical RPG with Gold Box style combat. No random generation, and no "lite" either, it's a full-fledged oldschool CRPG.

Also you seem to have forgotten this one in the 2021 releases:


That one is roguelike/roguelite.

I will fix The Curse of Feldar Vale. I did not forget about about the other game since I am trying not to include F2P games. Thanks for the heads up.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,325
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
I will fix The Curse of Feldar Vale. I did not forget about about the other game since I am trying not to include F2P games. Thanks for the heads up.

Ah, it's not really free to play as much as it's classic shareware model. You can play the game for free until your character hits a certain level, if you want more you gotta buy the full version.
It's really more like what oldschool demos and sharewares used to do, rather than modern free2play models.
 

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