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RPG in a Box

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

Improvement ideas

A topic by lectronice created Dec 22, 2016 Views: 147 Replies: 9
Viewing posts 1 to 10

Hi! So here's this big list of things and ideas I've noted during these last few weeks using RPG in a Box quite intensively. I think I've also a few bugs noted elsewhere, but I reported most of them already, so we'll see that later :)

https://wri.tt/4w9ngirat6yl3hto

Some are probably easy to implement, other way more complex or just silly, anyway I hope it helps!

Keep up the great work, and Merry Christmas :)

Hello! Thanks for putting this together, it will definitely be helpful. Although I'll be busy over the coming weekend, this will give me some things to think over. After this weekend, I plan to sort of "regroup" and go back over my notes and To Do's to create a more coherent roadmap for the next few months in anticipation of Early Access. I am taking all of next week off from work, so I will have a lot of extra time to devote towards development. :)

Merry Christmas!

What I want to say is, Happy Year 2017 :). But from here, I honestly believe that it's a time to seriously get the development of the RPG in a Box engine, And more focus on important updates, such life as player and Enemies in the battles, level system, main menus, etc. And less on minor details. Of all, good luck.

Hi Ofihombre - Happy New Year to you as well! :) I responded to your e-mail, but I figured I would go ahead and respond here as well. I definitely agree with you on this. Once I am mostly finished with the Undo/Redo system for the Map Editor (hopefully within a week or so), I am going to refocus my efforts onto these sorts of features that you mentioned in the coming months so I can get the engine better prepared for Steam Early Access. I'd like to get some basic "save game" functionality implemented as well.

Also, since they are making great progress with the new renderer for Godot Engine which RPG in a Box uses, this effort will probably also include some rework to make sure everything functions properly using the new renderer - which will hopefully open up some new possibilities around graphical effects/styles.

Save game and new shaders would indeed be nice :)

I wouldn't say the latest improvements are minor details though. Interface tweaks may seem minor, but given the fact RPG in a Box aims to be very accessible and easy to use, this will make a difference on Steam. But of course, given the primary focus of the engine on the RPG genre, it will make sense to put a high priority on more RPG-related mechanics and features. I'm also looking forward to such features, not for my current projects, but for a possible third one... Anyway, I think Justin has been doing some amazing work :)

Thanks! :) Yeah, I believe a lot of the updates have been good usability improvements. I plan to soon have a preliminary list of things I'd like to implement over the next few months in preparation of the Steam release.

I look forward to hearing more about your third project! And Ofihombre, I look forward to seeing more of Vloxelworld. :)

I only played with it for about 30 minutes today but it seems very intuitive.. even without using the tutorial maps. the voxel editor is highly interesting to me.. I am firstly an artist and very lastly a programmer. I see much potential

I'm really glad you are liking it so far! That's great feedback since I have been striving to make it simple and intuitive to use. Let me know if you have any questions or run into any issues. Also, I am always interested in seeing anything that people have created with the software. :) Thanks again for the support.

How would a person go about combining two or more items into a crafted material... I can see this, even without a combat mechanic so far being pretty nifty for making a robust crafting game.

Yes, I think crafting is definitely a mechanic that would be great to support! The item system is pretty limited currently (just an inventory for placing items and some basic scripting functionality), but it is an area that I'd like to build out and polish much more before the Early Access release later this year.