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RPG in a Box

Bring your stories and ideas to life! · By Justin Arnold

Suggestions from a noob

A topic by Tchey created Sep 11, 2017 Views: 197 Replies: 4
Viewing posts 1 to 5
(5 edits) (+1)

Hello,

I have a bunch of suggestion, from a very novice point of view. I'm not a developer, i'm not used to game's engines, but i did try some of then just because i'm curious about stuff. So, my general knowledge is very low.

+ Now i think i can only click and drag items. I'd like to have the ability to move items from/to inventory to/from chest with shift+click, or double click, or something.

+ Now i think i have to place all voxels one by one when in editing tool. I'd like to have more tools like mirror xyz, fill empty holes in a  layer with selected color, and more mouse shortcuts : left to place, right to delete, middle to move the view.

+ Now i think i need to select "edit", then click on a tile, then delete, to delete a tile on the world map. Just like for voxel editor, i'd like to simply Ctrl or Shift or Right or Middle click to do so.

I'll add more later, but these are the main things i thought about after less than an hour messing with RPGInABox.


Edit :

+ It seems in Map editor, middle click rotate the view by defaut, but in the voxel editor, right click rotate the view. Should be the same everywhere.

+ In the map editor, i would expect right click to rotate, and middle click to pan the view, but to pan the view i have the click and switch to FreeCamera instead (edit my bad, shift+middle click does that)

+ The process of editing a voxel is quite painful, undess i've missed options. I'd like to draw line, but i can only do so if there is already a voxel placed next to the one i want to place. So to create an empty cube 16x16, i have to place manually all single voxel, and that's only for a basic cube shape.

Edit :

+ In the Map editor, i have to use wasd keys to move the view, but for keyboards such as my "TypeMatrix bépo" it's not really fair. The arrows should be in use en the editors too, not only ingame.

+ Messing with the Navigation paths is uneasy. I'd like to remove all path from a map, to delete all path in a tile whatever the altitude, and to delete more than one link at once by click and drag (it seems limited to one by one). 


Edit :

+ Would be nice if the program could remember my defaut path instead of always pointing to my desk.

+ I've had a weird bug, didn't manage to reproduce yet. I made a gif. As you can see, i cannot move the windows nor the links without moving the view, making the process almost impossible. Restart the prog fixed it.



+ When editing fo example the map's name, and then going to the script, i don't have the choice to select the "new" map, it's not updated.

+1

(+1)

I appreciate the feedback, these are all great suggestions! I am currently in the process of refactoring a lot of code as part of the migration to Godot Engine 3.0, so this will be a good opportunity to incorporate some of these, like the Map Editor controls for movement and editing. I've included some more detail below about specific questions.

+ Now i think i can only click and drag items. I'd like to have the ability to move items from/to inventory to/from chest with shift+click, or double click, or something.

This is a great idea and should be fairly easy to implement! For now I believe I will add Shift+Click as an option to transfer between each.

+ Now i think i have to place all voxels one by one when in editing tool. I'd like to have more tools like mirror xyz, fill empty holes in a  layer with selected color, and more mouse shortcuts : left to place, right to delete, middle to move the view.
+ The process of editing a voxel is quite painful, undess i've missed options. I'd like to draw line, but i can only do so if there is already a voxel placed next to the one i want to place. So to create an empty cube 16x16, i have to place manually all single voxel, and that's only for a basic cube shape.

I have plans in the near future to add more tools (mirror, filling, adding large blocks, selection, etc.) to the Voxel Editor so the process is quicker and easier. In the meantime, I'd recommend checking out MagicaVoxel, it's a pretty cool voxel editor and RPG in a Box can import from its .vox file format. You'll just need to be sure to create your models no larger than 32x32x48.

+ I've had a weird bug, didn't manage to reproduce yet. I made a gif. As you can see, i cannot move the windows nor the links without moving the view, making the process almost impossible. Restart the prog fixed it.

I haven't seen this bug occur before, but I will keep an eye out for it. Thanks for reporting it!

+ When editing fo example the map's name, and then going to the script, i don't have the choice to select the "new" map, it's not updated.

This is an issue I am aware of that I need to clean up across the editors in general. I will need to add some "refresh" logic so dropdowns like these containing a list of resources get populated when they should instead of only when opening the editor for the first time.

Thanks again for the feedback! I am always looking for ways to improve the usability and user-friendliness of RPGiaB, so this is very helpful! :)

Thanks for taking time to answers. It's a nice engine so far, probably too limited yet but it seems it will grow into something to seriously consider and you sounds skillful and motivated enough to deliver, so i'm happy to be a tiny part of RPGiaB's teen age.

(+1)

Glad to help, and thanks! Yes, it's definitely still young and in the early stages, so there is still a ways to go. :) Thanks for the feedback!