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RPG game advice

by zed

Dec 2017
started this game 196 hours ago https://thehorrorboard.com/game/strategygame.7z (windows 64 only) ~15mb
any gameplay advice I should add/change?

its not fun/that playable ATM, Im just focusing on getting it to work, but should give an idea of approx wgat I'm trying to do
I will be away from the PC for 2 weeks so won't be able to update it any in that time, but will take notes


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OnyxHades says:
#1

Dec 2017
Nice! A very cool idea for a thread! emoticon


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zed says:
#2

Jan 2018
update: made fuck all progress - just getting the basic fight mechanics working
image


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Box_a_Hair says:
#3, Reply to #2

Jan 2018
I've been hoping to work on an rpg myself. Haven't been able to open Unity since my PC is crapping out, but I'll get it working if I ever put forth the effort, I'm sure.

Trying to wrap my head around a flat 2D tile system to rip-off pokemon/rpg-maker style games. Shouldn't be hard, but I never worked in 2D stuff. Just 3D, so I gotta relearn a few things. I thought about making an rpg in javascript, but it would be much easier and more advanced in unity.


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zed says:
#4, Reply to #3

Jan 2018
2d is just 3d without one of the dimensions.
Watch out though unity treats Y = UP and has a lefthanded coordinate system.


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Box_a_Hair says:
#5, Reply to #4

Jan 2018
I'm sure it wont be hard. I've gotten somewhat accustomed to c-sharp coding, and it's plenty of fun. I've built a first-person maze demo on Unity, which grabs server info from this site.

Ideally, I'd like to get a Trash Epics RPG going eventually, but I need some motivation. Care to elaborate on the mechanics of your game? I tried it once, but I'm not much of a gamer these days. Maybe not intuitive enough? I don't know what the fuck I'm doing. I feel I could add more documentation for how this site works too, but I guess people like us don't think about what we figure are obvious concepts.


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zed says:
#6

Mar 2018
image
Still not worked out the fighting

the formula is
modifier = (attack+20) / (defense+20) * % (physical/magic) protection

damage = weapon/magic damage * modifier

Pretty standard, the thing I don't like though with attack/defense is yes for phyical stuff it makes sense but for magical stuff it doesnt & even if it does how does being good in physical attack make you also good in magical attack? which is BS
perhaps I'm doing this too logically, hell its a fantasy game, reality shouldnt impinge

I have simplified it to magic/phys it used to have physical/magical/elemental(fire/ice etc),poison,shock etc


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Box_a_Hair says:
#7, Reply to #6

Mar 2018
It's tough to make these games, because it's easy to get carried away with the formulas. I don't think a physical strength attribute should add to magic damage, but that's why you need more than just 2 stats. A lot of games have 4 stats, stuff like attack/defense/magic/agility, but I've grown quite fond of D&D's 6 stats (strength, dexterity, constitution, intelligence, wisdom, charisma). It all depends on how intricate you get.


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zed says:
#8, Reply to #7

Mar 2018
Yes I'm trying to get it as simple as possible, what I have now is something similar

4 traits
strength,dexterity,intelligence,vitality

thus A/D is based on those numbers

if ( attack_with_damage_type == DAMAGETYPE.PHYSICAL ) {
attack = A.strength*6 + A.dexterity*2 + A.vitality*2;
defense = D.strength*5 + D.dexterity*2 + D.intelligence*1 + D.vitality*3;
}
else if ( attack_with_damage_type == DAMAGETYPE.MAGICAL ) {
attack = A.dexterity*3 + A.intelligence*5 + A.vitality*2;
defense = D.dexterity*2 + D.intelligence*5 + D.vitality*3;
}
else if ( attack_with_damage_type == DAMAGETYPE.ELEMENTAL ) {
attack = A.dexterity*5 + A.intelligence*4 + A.vitality*1;
defense = D.strength*4 + D.dexterity*1 + D.vitality*5;
}


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zed says:
#9

Mar 2018
How do these games work out protection

I was thinking just armour, i.e. use that as a reduction of the damage
but then I was thinking well yes with physical and elemental damage that makes sense but magical damage it doesnt

the way I see it theres 2 options

A/ just have a single armour protection that reduces all physical,elemental,magical damage
B/ have seperate protection for each

at the moment I have B cause it makes more sense but I'm thinking A would make the game more fun, i.e. only have to worry about armour

what do other games do A or B?


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Box_a_Hair says:
#10, Reply to #9

Mar 2018
I think they have a general defense stat, but modifiers for all kinds of substats. Again, it all depends on how intricate you get with it. Say a dude is wearing plate mail / metal, and gets hit with electric damage, or he's a water-type creature. Damage x 1.5 perhaps.

Pokemon have types, and each type has another type that it's weak against. Fire is weak against cold, flying/birds are weak against electric (for some reason?), plant is weak against fire (burns it easier?), etc.

I think it might bother me if I'm playing as a giant fire elemental, and someone shoots me with a fireball and I still take damage. That's why general defense isn't always the best.


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zed says:
#11, Reply to #10

Mar 2018
OK thanks mate that sounds like a good Idea I'll just have a armour stat
and then have modifiers that alter that


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zed says:
#12, Reply to #11

Mar 2018
got the 4 stats (str,dex,int,vit) and armour now
image


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zed says:
#13

Mar 2018
https://zedzeek.com/games/strategygame.7z
new version, will get stuck if your swordsman kills somebody else etc, I would of fixed but I hit the 300 hour working on it goal so decided to upload the next version, 400 hours and it should be pretty playable. 500 hours totally playable, which leaves 500 more hours to polish it


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zed says:
#14

Apr 2018
just solved a problems thats been bugging me for 2 weeks, came down to me swapping a cosine and sine in a vector, who saiz beer and programming dont mix, having a few looking at the code and its like hmmm, I wonder

Anyways
ATM I'm using icons's to symbolize what spells, weapons etc do eg Explosion for damage (or skull or whatnot)
but I'm looking at other games and it seems they actually write the stuff eg

Damage: 16
Range: 7m
Rate of Fire: 4

where I have
(Damage icon) 16
(Range icon) 7m
(Rate of Fire icon) 4

my way is neater (everythings is X by X size onscreen) though perhaps less understandable (WTF does tha icon mean, though if the player doesnt understand english thats prolly not the case)
from my cursory perusal I'm guessing I've been doing it the less desirable way

what do yous prefer?


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zed says:
#15

May 2018
new version 400hours in now

sorry about the 64MB file, but it looks like unity aint stripping out unused assets, I cant be bothered fixing that ATM but I'll have to clear that up later

select = left mouse button
action = right mouse button

still not really a game, next version should be when its finally playable
for the monster/weapon stats, I've using D&D 5th version,

though there seems to be a large difficulties step from a goblin -> orc
So I need some bog standard creature that would fit in there, any ideas?

https://zedzeek.com/games/version400upload.rar
image


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zed says:
#16

Jun 2018
509 hours in now,
Sorta playable, though still bugs and its not much fun, but its getting there
https://zedzeek.com/games/version500upload.rar 126 GB
image


@ am
You have reached the end of Trash Epics.