I think the new trailer looks great, but I still feel like it doesn't convey what the game play mechanics are. Maybe it is because I've never played a visual novel game, but have you considered making a trailer that focuses on game play? Something that explains what you actually have to do to graduate, fighting mechanics; are there special moves, character progression? Your game may be amazing (and it does look interesting), but as somebody who never thought to play a visual novel game, I still don't get a sense of how the game actually plays. Without that, I would be reluctant to give it a chance.
I honestly don't know. Would a first reveal trailer be better off explaining in minute detail the mechanics? I feel the mechanics here are implied to those already familiar with the genres, and for those who are not, it's better to grab curiosity however else, rather than drowning everyone in detail upfront (especially if said detail is available elsewhere). But maybe that's not the right way to go? I'd love to hear arguments to the opposite!
I am probably not your target audience because honestly, I didn't even know about the visual novel genre till I started following this thread about a year ago. I am sure fans of the genre get it right away. But for those of us who are unfamiliar with it, but still have open minds and enjoy good stories, you may have to sit us down and explain it to us like we were children. I guess it depends on who you are attempting to attract.
Did you check the site like I suggested, out of curiosity? If you did, did it answer your questions? (If you're still unclear after seeing the site, that's more of a problem for me to fix ASAP!)
Ah, I'm glad! Thanks :-D
For the adds, I like the ideas, but I think I'll let the/laziness/ sober moderation win this round... this sounds like it'd be a lot complex, and I barely managed to get stuff moving at all this time, so I'll take the time to really read some more tutorials before tackling that sort of dynamism :-D I'll keep the fighting overlays idea in mind for later, though, could be fun!tiredness
Great! And yeah, that's because it's one of the additions, it wasn't there before :-D
Just discovered this JavaScript plug-in for UE4, thought it was neat. If any of you have wanted to try UE4 but were turned off by C++, this might be something for you.
If Blueprint didn't exist, I'd probably use it.
https://github.com/ncsoft/Unreal.js
How do you find blueprint and UE4 in general? I watched some tutorials, and as someone who already relies on visual scripting in stencyl, it looked appealing.
I can't compare directly to Stencyl as I haven't used it, but I will say that Blueprint has been amazing for me. I come from an art/design background and the most "complex" programming I've ever done is simple website-related Javascript / PHP stuff. Blueprint has been really intuitive and easy to use.
My entire game is coded using Blueprint - everything from the random level generator, to the UI - and there hasn't really been a moment where I felt I was limited in what I could do with it. It's very tightly integrated into the engine so almost everything you can do in C++ you can do in Blueprint. Nodes are all in easy-to-understand human-readable English, and most nodes have tooltips that explain what the node does more in-depth.
The best aspect of Blueprint is that it makes debugging and bugfixing very easy. If there's a bug in your code, you can visually track down the exact spot in the logic chain where it is occurring. Debugging is one of those headache-inducing reasons I never pursued programming as a career (tracking down bugs in a long wall of text/code made me want to throw my computer out the window, I just don't have the patience for it), but it hasn't been a problem at all for me with UE4 and Blueprint.
As for UE4 in general, it's great. I've made several Oculus demos with it before my current project (Lolly Paw Joe), and the packaging / shipping process was a very smooth experience for all of them. The only complaint I have with the engine is that the editor can be crashy, for no apparent reason much of the time. I do save often, so it hasn't been a major issue, and some or all of the crashing may just be my PC being in dire need of replacement.
Yeah, the website is great. After reading the FAQ, I feel I know what to expect
Well done. Looks great!
Only thing I have an issue with is that the lighting on the slug looks really weird once it starts to roll,
Still in the very early stages of my online RPG manager battle simulator thinger, but the combat scene module has the most critical parts done.
Video: output_014.webm
Easy and hard are relative for most anything. People also have differing task complexities which might be part of it.Everyone keeps saying UE4 Blueprint is easy, but it keeps ruining my day.
This is a good place to ask. What genre and complexity is your game, if I may ask? Do you have programming experience? Do you want to learn programming, or try to use visual scripting?if I was looking to get into development and had a game design I wanted to make and wanted guidance with picking an engine, would this be the correct place to ask?
if I was looking to get into development and had a game design I wanted to make and wanted guidance with picking an engine, would this be the correct place to ask?
GunWorld 2 is getting ready for release early next year on Xbox One and I'm looking to do some guest/crossover NPCs for an arcade in the main hub area.
Anyone interested in doing a cross promotion and having your character be a guest NPC?
if I was looking to get into development and had a game design I wanted to make and wanted guidance with picking an engine, would this be the correct place to ask?
I'd love for the mascot for Billionaire Banshee to be in the game. I can put your lead, or another character in my follow up too, if you like.
That sounds great! This is the card game that has Octodad in it if I remember correctly, right? If so I think President Eagle (an anthropomorphic Bald Eagle) would be a pretty good fit for that. I'll PM you my email address so we can sort out the details.
I have a couple more NPC slots to fill in the hub town and would love to put other GAFdev characters in there!
Genre would be ideally an endless JRPG, I only have very basic programming experience (a semester of java programming, combined with 10-20 hours of messing around in programs like rpg maker) but I want to change that. but mostly I want to work on this game because I can't find anything like it to play :/This is a good place to ask. What genre and complexity is your game, if I may ask? Do you have programming experience? Do you want to learn programming, or try to use visual scripting?
coolioThis is 100% the right place to ask. Not only is this thread for hobby dev, a lot of actual GAFDev do post here.
Absolutely, what kind of game are you looking to make? Remember if it's your first game try to keep it simple, it makes it much easier to realistic see it to conclusion and not hit a wall and feel discouraged.
RPG Maker VX Ace with following packs
high fantasy main party pack 1
Futuristic Tiles Resource Pack
Zombie Survival Graphic Pack
Inspirational Vol. 1
Adventurer's Journey
High Fantasy Resource Pack
Royal Tiles Resource Pack
Rural Farm Tiles Resource Pack
Tyler Warren RPG Battlers 2nd 50
Tyler Warren First 50 Battler Pack
Luna Engine
Axis Game Factory's AGFPRO v3 with the following packs
AGFPPROV3 Premium
Drone Kombat
AGFPRO Voxelsculpt
Zombie Survival Pack
Zombie FPS
Fantasy Side-Scroller Player
Game Guru with the following packs
Game Guru: Mega Pack 1
Game Guru: Buildings Pack
Fantasy Pack
Megapack 3
Death Valley Pack
megapack 2
gamemaker studio (with android export)
rpg maker XP
TyranoBuilder visual novel studio
art programs
Game Character Hub
Spriter Pro
Sprite Lamp
PlayCanvas + TANX
Stencyl: Indie Edition 1-Year License
Very interesting... I'm actually doing something similar ! What engine are you using ?
For someone who is new to programming, I feel like any sort of JRPG is going to be a TON easier with RPGMaker. Otherwise you will at best be looking for libraries/plugins to do all the map and RPG functionality for you, or slowly learning to create them yourself.I suppose my question is what game engine would you guys recommend for a project like this(either one I already have the license for or a different one doesn't matter just figured I would list what I have). I understand that even what I have here will likely be a ton of work and learning no matter what the engine, but I know choosing an engine that fits your ideals helps quite a bit with ease of creation.
hopefully this all makes sense. if not just ask and I will clarify.
For someone who is new to programming, I feel like any sort of JRPG is going to be a TON easier with RPGMaker. Otherwise you will at best be looking for libraries/plugins to do all the map and RPG functionality for you, or slowly learning to create them yourself.
I don't know if RPGMaker supports endless, randomly-generated dungeons though.
Here's something you might want to try: Use the RPGMaker version you already have. Instead of your full idea, try to pick an incredibly tiny idea and see how fast/slow it is to create. For example, make it a weekend challenge to have a character start in a house, be given a backstory by a NPC, travel to a cave, and defeat a boss.
If that's easy, try adding a town into the middle, with a quest or two. etc. That should at least give you an idea of how the tool might work out.
Sorry, I don't personally have any knowledge/experience with RPG Maker. Hopefully some other people can also provide input for you though.Thanks for the response. I was leaning towards rpgmaker for that exact reason, plus a lot of the art programs I have support that.
as for it not supporting endless, if it doesn't it doesn't, like I said I could just ultimately design a ton of dungeons by hand if need be. Do you know if you can easily move a project from one rpg maker to the next one?
So now I'm getting spammed by bloggers and tumbler.. ers? with key requests.
I mean, it doesn't bother me but people should at least try to make a shitty youtube channel if they want free games, having only a blog is kind of lazy.
Anyway, I finally got a new patch for Nomad Fleet, I hope it serves to show my customers that I haven't abandoned the project, I only got slower because having a day job sucks.
Good luck to everyone in the sales!
I got bombarded when I released GunWorld on Xbox. Barely any of the people I gave keys to did any coverage at all.
this looks a lot nicer to me, thanks for making the change! you could have ignored me and left it alone but you did not.I attempted to come up with a remedy to this particular problem. I changed the spin graphic to have no shading, then spawned a static shading graphic over top of it so that the shading stays on bottom.
http://www.gfycat.com/TartBabyishGrison
It's not 100% seamless, but I think it is preferable to the original situation.
In my case I had good luck with small youtubers only, journalists and big youtubers didn't gave a shit. I'll try again when I leave Early Access but only so I can say that I did try everything because I expect nothing of the media.
Been working on updating the Dire Bat's behaviors. Now they teleport away with a poof if they hit you.
edit: just realized we need a new thread soon!
Been working on updating the Dire Bat's behaviors. Now they teleport away with a poof if they hit you.
edit: just realized we need a new thread soon!
So the basic game idea is you would create a party of characters and go into the dungeon, collect treasure, fight enemies, and ultimately fight a boss before returning to the base upon completion of the dungeon. There would be a story to go through for the first 100 dungeon floors (each floor would be designed to be beat in 5-10 min so a couple chests, a couple basic enemy encounters and then a boss), but it would continue past that with just events every 500 or so. The main grab for the game would be to continue to get more powerful while working towards filling in compendiums.
There would be multiple character classes to choose from, but the main focus would actually be on the equipment.
ideally there would be multiple types of armor/weapons/items that come in many tiers and rarity. When ever you beat a boss you would get a token, and those tokens could be used to enter an enemy rush mode on an item to level up an item. The item level limit would be based upon rarity, and if you reach the limit you could spend gold to restart at level 1 with the next tier of rarity. I'd also want the items to have a usage exp gauge that unlocks abilities, and at max level you can spend gold to transform it into the next tier resting the usage gauge but not the levels. This is likely hands down going to be the hardest part as I want the items to basically have two different level gauges that control different factors as I want everything you do to be working towards either getting more powerful or getting more items filled out on the compendium.
The randomly generated dungeons could be tricky as well, though logically if this is a pain I could just make a couple hundred small dungeons by hand and randomly choose them.
Been working on updating the Dire Bat's behaviors. Now they teleport away with a poof if they hit you.
edit: just realized we need a new thread soon!
this looks a lot nicer to me, thanks for making the change! you could have ignored me and left it alone but you did not.
Just discovered this JavaScript plug-in for UE4, thought it was neat. If any of you have wanted to try UE4 but were turned off by C++, this might be something for you.
If Blueprint didn't exist, I'd probably use it.
https://github.com/ncsoft/Unreal.js
Genre would be ideally an endless JRPG, I only have very basic programming experience (a semester of java programming, combined with 10-20 hours of messing around in programs like rpg maker) but I want to change that. but mostly I want to work on this game because I can't find anything like it to play :/
Clearly what we NEED to do is compile a virtual machine into JS using emscripten, and then run UE4 inside of that.Barf. Just because you can do something, doesn't mean you should do something.
Clearly what we NEED to do is compile a virtual machine into JS using emscripten, and then run UE4 inside of that.
Barf. Just because you can do something, doesn't mean you should do something.
As someone with nearly a decade of pro programming experience who has been working off and on on his own RPG from scratch for a year or more, my suggestion: do something easier.
For the record though, I am using Cocos2d-X because it uses C++, has LUA bindings, has support for Tiled, and compiles relatively painlessly on Windows, Mac OS and iOS (and supposedly other platforms but I've yet to get a working Android build).
A better, more productive suggestion/idea, build one piece of a JRPG at a time as a working, independent system. Then if you manage to build all the ridiculous shit you need you can combine it. But seriously the only thing I've worked on that was more daunting than an RPG was a sports game (although the sports game I worked on actually shipped).
I want to say again I appreciate all of the responses not just the ones I am responding to.
I fully understand that an rpg is complicated, something simpler would be better as I will likely run hard into a wall and that the first things I create will be garbage it's just more important to get something made. That being said with my personality it would likely be a lot easier for me to spend 100-200 hours on some thing trivial like making damage numbers display in an rpg then it would be to do something like spend an hour designing a platformer level.
In this case would it still be better for me to try to force myself to do something simpler or should I just let my passion run wild and hope that I can use it to bust the walls that I will no undoubtedly face?
I mean I have played around in rpg maker before and it doesn't seem like a single floor dungeon with basic combat and equipment would take super long to do. I goofed around and had a working convo with someone and a single battle in the past.
Would merely aiming to make a single character, go through a single floor dungeon with like 2 doors and a single enemy be simple enough as a first project or should I still go simpler?
Like this. That is a good ideaWould merely aiming to make a single character, go through a single floor dungeon with like 2 doors and a single enemy be simple enough as a first project or should I still go simpler?
Always pick something you have a passion for.
There will be tough days...and if you don't give a shit, its easy to quit.
But I would recommend keeping the scope smaller.
Like this. That is a good idea
Document all the "technical" things that your game needs to do. (Inventory system...combat...dialog...etc etc) Create a Proof of concept that demonstrates all those things
Since some of you know how to do this way better than me... What am I doing wrong? What else should I be doing?