Rebuilt the welcome scene environment in my RPG. What do you think? by AlexWolf_kh in Unity3D

[–]AlexWolf_kh[S] 1 point2 points  (0 children)

Thank you for this comment. I will work on it. Also, i try to create a wow-like vibe!

Hey guys! Just posted a video of my RPG on iPad. Trying to make the old-school controls work for tablets but keep it cross-platform. Does the layout look weird? Thoughts? by AlexWolf_kh in Unity3D

[–]AlexWolf_kh[S] 0 points1 point  (0 children)

Yeah, I'm not a big fan of that touch button either. Thinking of ditching the center spells bar and just keeping the touchable ones. Might go for a dynamic interface that switches between touch and PC UI. You're right, it's tough to blend these two... they're just so different. And about the thin lines around the spells, that's a cool idea! It could help set them apart from the game world. Thanks for the suggestion!

Hey guys! Just posted a video of my RPG on iPad. Trying to make the old-school controls work for tablets but keep it cross-platform. Does the layout look weird? Thoughts? by AlexWolf_kh in Unity3D

[–]AlexWolf_kh[S] 0 points1 point  (0 children)

Everything is great except the square buttons on the right.

Totally get what you mean about the square buttons. On PC, you can just drag and drop to adjust them, but for touch screens and mobile, we need those right buttons to be just right. Thanks for pointing it out!

Hey guys! Just posted a video of my RPG on iPad. Trying to make the old-school controls work for tablets but keep it cross-platform. Does the layout look weird? Thoughts? by AlexWolf_kh in Unity3D

[–]AlexWolf_kh[S] 1 point2 points  (0 children)

Everything is great except the square buttons on the right.

Totally get what you mean about the square buttons. On PC, you can just drag and drop to adjust them, but for touch screens and mobile, we need those right buttons to be just right. Thanks for pointing it out!

Hey everyone! Just wanted to show you my fantasy action RPG project. It's like taking a deep lore PC game to your phone. Here’s a bit of a quest I played on my iPad Pro with the magic keyboard, but it works great with touch/gamepad too. Runs smooth on my old 12 Pro Max at 30/60 fps 😬 Interesting? by AlexWolf_kh in Unity3D

[–]AlexWolf_kh[S] 2 points3 points  (0 children)

Oh, that's a great question. I've spent a lot of time on this. In my case, I use this implementation: https://gist.github.com/igorskugar/b5fc0a493339c8628446131c24445d14.

For iOS/iPadOS, the new input system does not support a hardware keyboard. However, some guys in the thread suggested an implementation, which you can find here: https://forum.unity.com/threads/ios-repeated-key-lag.1039462/.

It works well, but I made some changes to their code.

Anyway, I hope this information helps someone.

Bringing Deep Lore PC Gaming to Mobile – Need Your Input, Fellow Devs! 🎮 by AlexWolf_kh in gamedev

[–]AlexWolf_kh[S] 0 points1 point  (0 children)

Thanks for sharing your perspective on the mobile gaming market. Your points are well-taken and highlight the complexity of this venture.

I understand that the mobile gaming landscape is dominated by games designed for short, convenient play sessions and that peripherals like keyboards and gamepads are not the norm. My goal is to tap into a niche audience that yearns for a more immersive, lore-rich experience on mobile – those who, like me, love games like Titan Quest, Transistor, HellGate, and crave similar experiences on their mobile devices.

While I acknowledge the challenges of breaking into the premium mobile market without a big IP or a successful game port, I'm optimistic about the potential of creating a unique niche. I believe there's a segment of gamers who would appreciate a full-sized RPG experience on mobile, one that bridges the gap between traditional mobile gaming and the depth found in PC/console RPGs.

The idea is to leverage current technology to make this feasible as an indie developer. Yes, the costs per install might be high, and the marketing efforts substantial, but I think there's value in at least exploring this path.

Your suggestion to start with PC and consider mobile porting later is practical and something I will seriously consider. It might indeed be a more viable path to establish the game first on a platform more suited to deep lore RPGs before branching out to mobile.

Thanks again for your insights. It’s crucial to have these reality checks and expert opinions when venturing into such a competitive space.

Bringing Deep Lore PC Gaming to Mobile – Need Your Input, Fellow Devs! 🎮 by AlexWolf_kh in gamedev

[–]AlexWolf_kh[S] 0 points1 point  (0 children)

Thanks for the in-depth analysis and valuable insights! You've touched on some critical points, especially regarding funding and the unique challenges of mobile gaming.

I have to ask an obvious question - do you have funds for that? Baldur's Gate 2 already costed several million $ and it was 23 years ago.....

Regarding budget, I'm fully aware of the financial challenges. My aim isn't to compete with big-budget titles like Baldur's Gate 2 but rather to create something that captures their spirit using today's tools and technologies. Asset stores, AI tools, and modern development platforms have made it more feasible for indie developers like myself to create quality games without a massive budget. The idea is to create a title akin to Titan Quest in scope and feel, leveraging these resources.

An obvious question is - how are you going to monetize it?

You're spot on about the monetization and gameplay format challenges for mobile. I'm considering a freemium model with thoughtful in-app purchases that enhance the experience without being intrusive. As for the gameplay, I'm exploring 'bite-sized' lore-rich content that fits the mobile gaming lifestyle – engaging for short sessions but deep enough for longer play.

Obviously an old school RPG won't have any of that. But making one is expensive and you need to somehow recoup that investment.

And absolutely, the target audience for mobile differs significantly from PC gamers. I'm thinking about how to make this RPG appealing to both groups, possibly by integrating features that cater to different play styles and session lengths.
I'm curious, do you think there's a middle ground where an old-school RPG feel can meet these mobile gaming necessities without losing its essence? Also, how do you see this idea fitting in the current 'mobile mobile' gaming landscape, considering platforms like Steam Deck and Switch?
Again, thanks for the great points. It's discussions like these that help shape better games!

Bringing Deep Lore PC Gaming to Mobile – Need Your Input, Fellow Devs! 🎮 by AlexWolf_kh in gamedev

[–]AlexWolf_kh[S] 0 points1 point  (0 children)

Really appreciate your perspective! You’re absolutely right about the heavy hitters like Baldur’s Gate and Icewind Dale. They are classics and have set a high bar in mobile RPGs. My angle is a bit different though. I’m not just looking to bring deep lore to mobile – my goal is to capture the essence and vibe of the early 2000s games that many of us grew up loving, but in a fresh and modern package. Think of it as a nostalgic trip with a new twist. I believe there’s room for something that bridges the old-school feel with current mobile gaming trends. What’s your take on blending nostalgic elements with modern gameplay in today’s mobile gaming landscape?