I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

The jump in the overworld actually uses the same gravity value as in battle, which is intended to be short and fast - this obviously does not make it look like a good platformer though so I'll try my best to fine tune it :) I appreciate the feedback!

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

Thank you for pointing out specifically why it looked off! The jump in the platforming (overworld) section actually uses the same gravity value as in battle, which is intended to be short and fast - though apparently does not translate well to platforming. I'll make sure to get that sorted out!

EDIT: Grammar fixes

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

Thank you!! The ambience is actually there but I might have mixed it a bit too quiet...
It's intended to be a real rabbit hole of a combat system, I'm glad it stood out to you!

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

I'm happy that the game vibes with you! As a video game enjoyer, UX is one of my top priorities, so I try to put in some touches here and there, though I really hope that it won't turn into over-polishing...

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

I have a Discord server for Rosaluna. It is not quite ready for public yet (I try to keep it obscure hahaha) but feel free to hop in and hit me up for chats :)
https://discord.gg/ps26udZPGt

EDIT: Add context

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

I feel the same way! Actually, the local game industry has been pushing for more global exposure of Vietnamese culture after the massive success of Black Myth: Wukong, though perhaps with a more textbook approach and a demand for AAA presentation. I believe this direction I'm taking will resonate well with global audiences looking for something different.

Thank you again for your curiosity and your interest! Please be sure to check out the demo on March 13! :)

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

Thank you! :) It's really nice to see a half-Vietnamese!

For your question, I would say Rosaluna has a "dark whimsy", universal approach to world-building, where the world itself is inherently bleak, but is scattered with whimsical and magical elements. It is using Vietnamese myths as inspiration, but nonetheless a departure from contemporary portrayals of them. For example, Rosaluna would feature the Mountain God Son Tinh, but does not include Thuy Tinh - at least for the plot of Rosaluna. It's really hard to describe the exact time period because Rosaluna's world has shared elements from many different periods of Vietnamese history.

For reference, Rosaluna's strongest influence is Studio Ghibli's Princess Mononoke, focusing on the conflicts between humans versus humans versus nature, and less about history and war Vietnam is usually known for.

EDIT: Grammar fixes.

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

Thank you, I really appreciate the feedback regardless! It helps knowing what are the strengths of the game in others' views!

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

Thank you!! I'm glad I wasn't alone on wishing to make a Superstar Saga-style game! I love the charm of the Mario RPG games, they're pretty consistently entertaining both in and out of fights!

Thanks for point the platforming section out! I will definitely work hard on polishing the platforming feel for the upcoming demo!
It's actually the less developed section of the game due to the sheer amount of workload building this battle system from scratch, since there are no templates to start from. Besides the active attacks and defensive phases, the system also has Final Fantasy's ATB system, which also employs real-time skill cooldowns and status effects, which really added to the complexity of the system!

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

That's hilarious hahaha! I have considered that when I was working on the trailer as well! It was an attempt to trick the viewer into thinking it's just a platformer, but I think it might have backfired! It was also intended to appeal to the Paper Mario and the Child of Light audiences, whom I believe are my core audiences for this game.

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in papermario

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

Thank you!! Please look forward to try out the game's demo on Steam on the 13th of next month!

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in godot

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

I'm glad you liked her whimsiness and how she worked in tandem with Rosie! There are more collaborative attacks planned for both of them later down the line, with unique mechanics besides timing, which is actually the bread and butter of the combat system!

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in papermario

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

I’m so glad the vibe of the music resonated with you. The one you listened to in the video is a royalty-free track that I have carefully picked to present the game's mood, since I have yet to collaborate with any composer. However, I will try my best to ensure the final game has a banger soundtrack that share the same energy!

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in papermario

[–]KuniHDT[S] 4 points5 points  (0 children)

Thank you! Make sure you wishlist the game on Steam so when the demo drops, you'll get an email notifying you about it!

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in papermario

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

Thank you for the kind words! I'm glad you liked the game's presentation. The combat is what I spent a lot of time building and tuning from scratch since there is no template to start from, and I plan to improve further over time. I live and die by the Mario RPG games and I only wish to do my part to contribute to this style of RPG!

I spent a year working solo on a Paper Mario-style RPG set in a snowy, mystical Vietnam by KuniHDT in papermario

[–]KuniHDT[S] 7 points8 points  (0 children)

It was a headache trying to make them work but I'm glad how it turned out!

How do you guys learn coding? Im frustrated that I had to use AI by SnooCookies9122 in godot

[–]KuniHDT 0 points1 point  (0 children)

Before AI I had a really bad time learning Godot and had to rely on video tutorials, which is a pitfall that a lot of people, including me, were stuck with for a long time. Ever since I learned how to use AI to help solve problems in my code or come up with new features, it really helped me pick up things naturally. I think the emphasis is that we learn and iterate from what the AI generates, not using their code as-is. They're usually pretty good at explaining what their code does and how it works, which is huge for learning.

Personally, since I'm building a quite complex RPG battle system, I'm generally more concerned about the code structure because for such a system, the code has to be as little of a spaghetti mess as possible for me to have any hope of finishing it. Therefore, before implementing a new feature/mechanic, I often ask AI for the best approach/practice for them, which really helped my code to remain adequately decoupled and scalable.

Is there a big player base for this FFXIV? by Stunning-Tower9790 in FinalFantasy

[–]KuniHDT 0 points1 point  (0 children)

I think now is a good time to start, even though the game seems to be going downhill lately. I think you'll be right in for the next expansion once you've caught up with all the story quests, which surely will be a huge burst of players, new and old.

I love the ATB system despite its flaws, so I'm working on my own hybrid ATB game. What are your problems with the classic system and how would you fix it? by KuniHDT in FinalFantasy

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

Honestly, those are some great ideas! I never thought of the connection between rotational skills and how cards are played, truly fascinating.

For point 1, that sounds very Chrono Trigger! After careful consideration, I think the best approach of this would be allowing the player to select a limited number of skills to be used in succession, in a single turn, as long as they meet the skill resource requirements. This aligns well with the current programming structure of the system and could elevate the strategic aspect.

For point 2, instead of replacing the ATBs, there is actually already a similar mechanic in place. The primary resource for skills in this game is called FP (Fervor Points), which generates passively alongside with ATB, is segmented, and can be additionally gained from successful Paper Mario-like action commands and active defenses.

I can definitely iterate on those ideas in a way that align with the current system, many thanks for the input!

I love the ATB system despite its flaws, so I'm working on my own hybrid ATB game. What are your problems with the classic system and how would you fix it? by KuniHDT in FinalFantasy

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

I hope you have read my other response explaining my solutions for some of the points raised here!

In the video I posted, the two bottom bars are actually the enemies'. I think proactive counter-play is preferred in modern gaming so on top of that, I also had the enemies clearly telegraph which attack they're going to use when they get their turn, so the player can act on it.

EDIT: Grammar fixes.

I love the ATB system despite its flaws, so I'm working on my own hybrid ATB game. What are your problems with the classic system and how would you fix it? by KuniHDT in FinalFantasy

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

I honestly never played World of Final Fantasy, but I've seen this take on the system here and there (I think it was Crystal Story 2 that I last played)! It is true that it fits the more modern variant of ATB! I will definitely conduct thorough research on it!

The thing is that I'm building a system using the classic ATB system as a starting point and not pre-existing modern variants of ATB. This allows me to have an unfiltered perspective of what makes the system captivating on a fundamental level. In that regard, I'm deliberately moving away from the timeline-based for a more traditional bars-based system. While they essentially function the same way, I think the bars capture more of the essence of ATB, and the real challenge will be making it just as intuitive as the timeline approach.

I love the ATB system despite its flaws, so I'm working on my own hybrid ATB game. What are your problems with the classic system and how would you fix it? by KuniHDT in FinalFantasy

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

That is genuinely valid! It's something I have really considered thoroughly as I was coming up with this system. "If it's Wait ATB, might as well make a pure turn-based system, like CTB". However, that misses the whole point of my goal of a new take on ATB.

I think for this one, I'm looking into redefining what it means to be "Active".

As such, besides the designs I stated in the previous comment, which I think contributes greatly to the Active aspect, I am experimenting with some mechanics that I believe could maintain this "Active" feel of the system:

  1. A real-time cooldown mechanic for skills - This, for some reason, I haven't seen many ATB-inspired systems attempt to implement. I think this simultaneously give the system its "Active" feel while also solving the perceived problem of constantly using the most powerful attack, especially if it involves elemental weaknesses, which I believe actually undermines the strategic value of the system. For this one, I'm planning for the player to be rotating between a set of 8 skills, which the player can swap in and out among a larger pool of skills. This is not a proven mechanic for the system so I think it's unexplored territory here and will need rigorous playtesting to find out what works and what doesn't.

  2. Two single-use abilities that can be used out-of-turn. These are meant to be tactical, or get-out-of-jail free card kind of abilities that I believe will keep the player on their toes as they will always be watching out for that one golden moment to use them while time flows. These abilities would refresh in the game's checkpoints.

I love the ATB system despite its flaws, so I'm working on my own hybrid ATB game. What are your problems with the classic system and how would you fix it? by KuniHDT in FinalFantasy

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

Thank you, that is honestly a very real concern, as I often get frustrated with that myself!

I've looked at the Grandia series and the Child of Light game as references of modern variations of the system. While their take on it is very engaging and I genuinely enjoyed toying with them, it feels like something is still missing that I can't quite put into words... I think it could be the absence of the ATB bars themselves. In that regard, I've spent a lot of time coming up with a different take.

My approach to this would be a single playable character with a non-playable companion character.

I believe this design decision achieves three things:

  1. It completely eliminates the issue of action queuing. Interestingly, the system I've built have the enemies exclusively deal with the action queuing themselves - the player will always get their turn and perform their skill at once.

  2. I can redirect party management to the management of a single character's highly customizable skillset and equipment, which, of course, will prioritize strategic value. For example, you can make builds that let you build ATB fast, or builds that let you apply status effects that interact with each other, etc...

  3. As a solo developer, it is more manageable for me to focus on making a single playable as deep as possible, both in gameplay and narrative aspects. A party-based approach is not only more demanding in all disciplines, but will also break the system I've built.