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  • Showing only topics with the tag "rpg". Back to normal view
    1. Any beginners advice or resources on developing a 2D RPG/Puzzle video game?

      Hey guys, I hope this is the right place to post. So my adhd hyperfixation has recently shifted towards an idea for a game and I want to indulge my ADHD by learning all I can about game...

      Hey guys, I hope this is the right place to post.

      So my adhd hyperfixation has recently shifted towards an idea for a game and I want to indulge my ADHD by learning all I can about game development to see if I can achieve this idea to the point that maybe I can put it in "Early Access" to fund even more resources on it.

      But I'm not sure where to start. I'm looking into Godot because it's free and open source and has a lot of community resources, but also wanted to see if anyone had any ideas here.

      I have some coding experience, a lot of technical experience and pick things up extremely quickly.

      The basic idea is that it's a 2D Sidescrolling RPG, but with Match-3 "Candy Crush"-esque mechanics for battles and fighting.

      Extra details If you've played "You Must Build A Boat" or "10000000", it's a LOT kind of like that, in fact those games kind of inspired me, but more refined with a lot more in depth RPG elements and it's a bit more forgiving focusing on keeping a "flow" going, since one of my biggest pet peeves is YMBAB's RNG being very unforgiving and you'll randomly just sit there staring at the board with no moves until you die.

      So the systems/mechanics I'd need to combine to work together are the following:

      • A Match-3 type board where you match tiles, make special tiles by combining 4 or more tiles, all the features of a typical match-3 type game, just tied to outcomes outside of the board-interface.
      • An RPG element, with character attributes, leveling, items, spells, weapons, gear, potions, etc. These elements effect what tiles are on the board during gameplay, effect the chances of certain tiles, and effect health, speed, mana, or grants special in-game abilities like "Precognition"(gives a hint for a move), or "Scroll of Revival"(You can continue without starting over), etc. Attributes also effect things like tile chances, so a higher strength will get you more combat/physical tiles, or a high intelligence will get you more magic tiles.
      • Visual Elements include an auto-running sidescrolling viewport while Dungeon Running. Character auto-runs until encountering enemies, running is not controlled by player. Match-3 board will be beneath that. Time between enemy encounters can be used to clean up the board and match unneccesary tiles, make special moves to line up for next battle, or to replenish health.
        • During Battles, it'd be an over-the-shoulder battle view, similar to Pokemon style battles. Character will have health, enemy will attack character at regular intervals, player will have to balance matching combat/weapon tiles to attack enemy, and matching health/mana potion tiles to replenish health or mana(if they have potions equipped). Enemy can cause environmental effects like poison(some tiles will be poisoned so you lose health if matching them), or being frozen with ice(You need to break tiles next to the ice tiles to break them), or confusion(switches the colors of tiles). Will be block/parry mechanics, occassionally for a few seconds before the enemy strikes, you're required to match a designated tile to either block or parry that attack.
        • In a saferoom it'd be like an isometric kind of "inside a building" format like in Pokemon, just more detailed. I'd like to have saferoom customization and the ability to upgrade your character or gear too.

      Anyways, I'd love any advice or resources. Or if you'd like to help out or discuss the game idea more I'm up for that too.

      16 votes
    2. What's a reasonable amount of time to spend on an RPG campaign?

      Personally, I find RPGs to be at their best when they are reasonably short - somewhere between 5 and 20 hours. Games like Chrono Trigger and Earthbound seem to come to mind. For more open-ended...

      Personally, I find RPGs to be at their best when they are reasonably short - somewhere between 5 and 20 hours. Games like Chrono Trigger and Earthbound seem to come to mind. For more open-ended experiences like Fallout New Vegas or Skyrim I find that I generally lose interest after somewhere between 30-50 hours regardless of how addictive the gameplay is.

      I haven't played tabletop RPGs so I don't have anything to say about them, but please feel free to chime in with them as well.

      19 votes
    3. Help me enjoy Baldur's Gate 3

      I've owned Baldur's Gate 3 pretty much since it came out. I prefer role-playing games with good stories and characters that feel real and interesting, so this game should be right up my alley....

      I've owned Baldur's Gate 3 pretty much since it came out. I prefer role-playing games with good stories and characters that feel real and interesting, so this game should be right up my alley. Turn-based, party combat is not my favorite but I find it enjoyable once I make the mental switch.

      I've tried playing 3 times. The first time, I went in blind (as did everyone) because it had just come out. Having gotten into it somewhat, figured out the basics, I realized that I had managed to totally miss 2 of the main companions. I was also playing as a ranger and regularly getting my butt handed to me, because I had no warriors in my party. . So I restarted, but found the restart a slog And then an update broke my play-through so put it away for (quite) a bit.

      After many months, I thought I'd try again, when Cyberpunk fatally crashed late in the game because of my modding addiction. This time there was LOTS of information on the web about BG3, which I read, hoping to make sure not to miss anything important (like, all the warrior companions...) I tried playing a mage. But this time I felt constantly stressed about getting the "right" outcome, picking the "right" dialogue, getting the "right build....It wasn't fun. I think it was my fault.

      There are a bunch of people who consider this game the greatest ever, and I really think it could be up there for me, but I'm doing it wrong. So I am asking--how to you play this game to maximize your enjoyment? How much did you rely on wikis or our guides? Are there mods out that you recommend? What attitude so you bring when playing that makes the game enjoyable for you? Help me love this game, I really want to!

      EDIT: Thank you everyone, I'm totally psyched to start again with a new attitude and some new strategies!

      EDIT2: Sorry I didn't respond to the later posts... I took all the advice and tried again and have spent all my free time having a blast with BG3, so THANK YOU

      31 votes
    4. I had an idea for a Crusader Kings, but about rich families in Victoria-Modern Era. What could go wrong?

      I had an idea for a game some weeks ago, just as the title says. It would be something like Crusader Kings, it's all about dinasties and roleplay, but set in more modern eras, from the beginning...

      I had an idea for a game some weeks ago, just as the title says. It would be something like Crusader Kings, it's all about dinasties and roleplay, but set in more modern eras, from the beginning of the industrial revolution until today, or maybe the future, we'll see. And instead of kingdoms, it's all about businesses. It's all about owning global company empires. Being a kind hearted local chain owner, or a sociopathic cutthroat in the 1% that owns the world. Up to you.

      And this idea is still stuck with me, and I wanted to get back into game development, so I might as well just try it for fun and see what happens.

      I picked Godot, 1) because it's open source, 2) it's going to be fun to see how much it developed in the last decade and 3) it's free, and especially 4) I don't want to use commercial engines and risk being affected by something similar to the runtime fee fiasco

      I still have to finish some tutorials and make some simple games to get a grip on the engine and see how everything works, but as a data analyst I already have programming foundations and, I think, this project is monumental for someone like me, but I also think it's doable.

      I have a very rough idea of how the code will work for the AI. It will incorporate "ticks" like CK, each tick being a day, and some events fire weekly or monthly, where based on the stats and traits, each individual character will calculate how likely they are to accept or reject that event. This event can be about buying shares, accepting proposal marriages, going on a trip, etc.

      My main worry here is if GDScript is good enough to handle "intensive" algorithms. If not, I can always use C#, or C++ if I really have to, and adapt the problematic algorithms.

      Another is what would be the best database manager for this, but I'll cross that bridge when I get there.

      As for the world, initially I was thinking about being about the real one, but I realized that I may not want to deal with... Well, accuracies. For example, I don't want these businesses to exist in a vacuum, I'm going to try to make a system that interacts both the world's political events and these businesses. I want to create events, like, a country invades another, which creates demands for weapons, and if you own a weapon factory, good news for you! If you own businesses in the invaded country, well, sucks to be you.

      So, I want to do those kind of events, but without needing to worry about things like "Portugal would never invade Japan. What is your AI thinking!?" or "Why is Greece an industrial power house?". If a big studio like Paradox has trouble fine tuning their hundreds of nations in their games, me by my alonesome certainly will not be able to do it.

      So I'm thinking just making a fictional world, populated by several countries and empires but not as many as the real world. This way I can fine tune it to my liking and without worrying about being accurate with the real world. This is another challenge by itself, with its own cliffs, but it's more doable.

      And so far, that's it. After I'm done with the learning phase, I'm going to start a proper planning phase, lay down some key mechanics and develop a prototype.

      I wrote this post as a way to put my thoughts down, double check with myself if the idea is good.

      But also, to check with the tildes community if you have any inputs. It can be anything: ideas, suggestions, warnings, problems that you know that I'll face, etc. I'll appreciate anything that you can give me

      22 votes
    5. What is the optimal way to convert an RPG book to a text format?

      An RPG book is a book containing the rules and setting for a tabletop RPG game. Like Dungeons and Dragons 5th Edition, Worlds Without Number, Star Trek Adventures, etc. The fact that they are...

      An RPG book is a book containing the rules and setting for a tabletop RPG game. Like Dungeons and Dragons 5th Edition, Worlds Without Number, Star Trek Adventures, etc.


      The fact that they are rarely in text format always puts me off reading RPG books. I don't want to diminish the importance of art, but importing printed RPG books is prohibitively expensive, and reading huge PDFs on a laptop is not a good experience for me.

      I also find it unpleasant to navigate the complicated design of these books. They're distracting.

      I have a 6.8" Kindle Paperwhite but reading RPG PDFs on it is awful. RPG books have lots of art and complicated layouts. Unfortunately, there doesn't seem to be an easy way to make an RPG into text. I was seriously considering just copying the text and converting it to markdown myself (it doesn't need to be markdown, just something that I can convert into a format my Kindle understands) when I remembered chatGPT.

      Copying the text and asking GPT to make it into markdown worked okay, but it missed the tables. Sending an image of a page worked pretty well, so I think AI is the way here. But I am not a GPT subscriber and I bet I'll hit a limit at some point. Also, instead of sending pages individually, I would prefer to send the PDF and get the result in text. Even if there were limitations (like only 10 pages in one go), it would be an improvement.

      In any case, using chatGPT will be much better than doing it by hand. But is there an AI or other kind of PDF service that is better suited for that task, so I can reduce the amount of manual input?

      11 votes
    6. Are any of you fans of the older Harvest Moon/Story of Seasons games?

      I've been a fan of the farming/life sim/role playing/cozy games or however you want to label these games since I was a kid and my older brother brought home a new game for the Nintendo 64: Harvest...

      I've been a fan of the farming/life sim/role playing/cozy games or however you want to label these games since I was a kid and my older brother brought home a new game for the Nintendo 64: Harvest Moon 64. Over the years, I played several titles in the series through the Wii/NDS era, before my tastes changed, and I found myself playing more online games with my friends and just less gaming overall.

      Stardew Valley releasing was a huge event for the genre and I do greatly enjoy the game (even though I've yet to finish a play through as I keep restarting after taking a break from playing) as it captured the feeling of the early Harvest Moon games really well. It also got me to start the habit of having an N64 emulator and a copy of Harvest Moon 64 on practically every device I own.

      There have been some recent remakes of older games, specifically Friends of Mineral Town and A Wonderful life, but I didn't enjoy the art style and some of the changes made to the games, which ended up with me not picking them up.

      I was curious if anyone else was a fan of the series (or one particular game in the series), or if there are any recent games that you felt are great in this genre.

      9 votes