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Hey Daza - thank you for the feedback! I've included answers/thoughts for each topic below.

1# Auto-Save; In the settings set how often we want it to auto-save.

This is definitely a good suggestion and is something I will look into implementing at some point.

2# It would be very handy to be able to copy a portion of obj/character and create a 'brush' or 'prefab' which will save to a brush/prefab library which you can use these prefab parts to quickly put together (a bit like lego) shapes that are common in your own NPC/Objects and be a faster means to reuse bits or swap parts around when doing the animation frames.

This is a great idea as well, I really like it! One of the next features I plan to add to the Voxel Editor is a tool for selecting areas of the models for moving, etc., so once I have that implemented it should make something like this fairly straightforward to add.

3# Wireframe/Animation:

In regards to this type of animation, are you referring to skeletal animation where you rig the character with a "skeleton" and then move the bones to animate it? While it would be cool to support something like that, I don't have any plans to implement that type of animation since I have designed the engine around frame-based animations. I am definitely open to exploring it down the road, however, at a time when the engine is in a more complete state.

4# Custom Properties for Characters/Objects;

While I do plan to add some more functionality around these concepts described, I think a lot of those scenarios can be achieved using some of the scripting functionality that is currently available, specifically the setting of entity properties. For example, you could use the "Set Entity Property" function to set a property named "damage_state" to a particular value ("badly damaged", etc.) and then you can check that elsewhere using an "Evaluate Condition" to check the "damage_state" property of the door. I'd like to make scripting things like that a bit simpler eventually, but the "Set Entity Property" and "Set Global Property" functions should allow you to do some interesting things in the meantime.

5#Camera/View/Pitch upwards;
Add the ability to look upwards, currently if you zoom in there is no way to look up or at eye level which makes it hard to do interiors if you create a enclosed cave/building (unless you do the interiors first and then do the walls and ceilings last) i found you can look down and go through the ceiling but still feels very restrictive. It would be good to see the same eye level the player will if your game is going to be in First Person.

I believe the recently added "Free Camera" mode in the Map Editor should make this easier (second to last button on the toolbar as shown in the screenshot). With this enabled, using the middle mouse button will allow you to look around freely, and you can use W and S to move forward and backward. It's not perfect, but should help some. Also, another useful feature is "grouping" tiles and objects. With some tiles selected, you can press G to add them to a group which will show up on the Properties panel once created under the "Groups" heading. From there, you can hide/show groups to make working on certain areas a bit easier (for example, add the ceiling tiles to a group and hide them temporarily while working on the room).


6# Unselect a tile when Multi-selecting;
With Current Multiple Selection method, if you accidently over do it and select a tile you dont want, you cannot undo it. I suggest if while still holding down Ctrl - click on the tile or object again to unselect it whilst retaining the other objects/tiles that has been selected.

Agreed, this would be very convenient. I meant for it to work that way originally, I just need to take the time to fix it. :)

7# Skyboxes;
Blockstorm the Voxel shooter that also has an extensive map editor, has some built in skyboxes that really makes your map immersive as a slightly blurred backdrop, although you couldnt make your own they had about 6 different ones for both day and night. Eg. one was just shapes almost silouette of skyscrappers for a city, another simple mountain ranges. It was seemingless around 360 of the background. It would be great if we could create one in a paint editor and export it in the right dimensions and format that could be used in our maps. This would give the illusion the player is in a larger world.

Skyboxes can be setup from the Map Properties panel using the "Background Type" setting. I don't have any sample ones built into RPG in a Box yet, but the Skybox editor does let you import a set of six square images that it will turn into a skybox. You can import images using the "Import Resources" tool on the main toolbar (or drag external images into the Game Explorer). Here's what it looks like!


8# Prefab/Library for Map editor:

I like this idea, also. I imagine something along these lines will come along a bit later once I start adding functionality like copying and pasting within the Map Editor.

9# Floor Grid; Snap-to
A Snap-to to top of an object or tile, something like hold a key and right click to snap it to top of a tile and it will be perfectly level, sometimes its hard to get it right as the lines are quite thin and black. Also being able to change the colour of the grid could be good to. Even if its a glowing red or something so it stands out more.
9.1# Stacking tiles;
As an alternative It would be a little more quicker if we can just click the same tile we placed to stack it upwards each time we click it, rather than having to raise up the grid floor. 'Fight the Dragon' game voxel map editor uses this method and its quite fast to build walls. If this method was implemented then my 9# suggestion would be redundant perhaps.

These are both great suggestions and I should be able to implement them in some manner without too much work. I have added them to my notes of ideas.

10# Sound FX Generator:
Add a record from mic option, the user could make sounds with various real life objects and then manipulate them with the various settings in the generator to distort or shape it a little, this could include using our own voices to make sounds. This way we can create custom SFX on the fly.

This would be cool to have and is something I will probably add at some point. For the time being, I'd recommend using something like Audacity to record/edit with, and then you can import WAV files using the "Import Resources" tool on the main toolbar.

As a final feedback i almost forgot:
I noticed when testing my muck around map, that when in First Person at least, there was noticable flickering of textures in foreground and background. It was quite distracting.

I am not sure I have seen this issue before, but I do know that Godot (the underlying engine) is a bit glitchy sometimes when it comes to rendering shadows so it might be related to that. Would you be able to create a GIF or video of this occurring so I can confirm that is what's happening? Thanks!

Let me know if I missed anything. :)