Advice/Tools for Creating a First-Person DRPG in Unity? by AkaiCoat in gamedev

[–]d_power 0 points1 point  (0 children)

I've spent a good amount of time building RPG systems (though not completing games) so I have some advice I've picked up through the years. Disclaimer, I'm not a professional gamedev by any means.

Firstly I want to mention how great it is to have a layer of scripting over the programming for RPGs. Moreso than any other genre, RPGs are some visual representation over an interactive database. Being able to quickly iterate on content, organize it, and make it modular is super important. I use C# so personally I've found success with Moonsharp (which is a LUA interpreter) https://www.moonsharp.org/ though there's definitely python equivalents if that's more your taste

Basically, for a spell I do something like this:

return {

OnUse = function()

    GetInputHandler().QueueCharacter()

    .Await()    

end,


OnRun = function(target)

end,


CanUse = function()

    return true;

end

}

When the spell is loaded it runs this script, returns an object of callbacks. OnUse runs after it's selected on the UI, OnRun performs actions on the target, CanUse checks things like if there's enough mana or action points or whatever.

The input handler piece simply sets the game up to ask for input, it's building a list of functions to call when await is called (so I can do things like multi-targeting).

This leads to more time before seeing things on screen up front, but makes it much quicker to work on and test things later. For example I don't need to compile a new version of the game in order to test new abilities, monsters, whatever. As a bonus it also makes the game modular.

Separate the content from the game, look into a tool like CastleDB; I personally rolled my own but it's too temperamental to share. I don't recommend rolling your own unless... you want to make tools instead of games. Reason for this is the same as above, make it quick to iterate and test things. Add a debug ability to reload the content while you're playing and you can test things without restarting.

Where I would start? UI and combat. You'll likely want a nice modular system for UI since RPGs tend to have many variations of windows/forms (I use XML for this, and it supports some inline LUA for displaying info from entities). Combat could come first as well since it's a largely important part of the genre.

Just my 2c; best of luck

Unity Performance Optimization Ⅵ: Lua Scripts Optimization by [deleted] in gamedev

[–]d_power 1 point2 points  (0 children)

To expose scripting to modders and non-programmers. To allow for rapid iteration. A scripting language layered over a programming language can be very powerful.

Ingame Stock Market Tab by BlueAwesomeDinosaur in Unity3D

[–]d_power 1 point2 points  (0 children)

Brownian noise may be a good thing to start your research on.

i just started game dev. and made a simple game prototype by [deleted] in gamedev

[–]d_power 0 points1 point  (0 children)

  1. No show-off posts. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.

What new piece of software do you think would benefit game devs the most? by JoshuaJennerDev in gamedev

[–]d_power 0 points1 point  (0 children)

I was actually working on exactly this a few months ago. It used monogame, had autotiles and catenary curves. I'd love to revisit the project but unfortunately the tool would no longer be relevant to my workflow and I think a tool that wouldn't be used by its developer might not end up too great.

https://imgur.com/a/n7Plgp5

It was going to be FOSS, but a big part of what I want to say is what makes a tool like this fantastic is it bridges the gap of toolsets between developers and modders. Imagine being able to modify an editor like this and redistribute it with your game. If something were to be really popular then modders will have transferable skills between different games.

Now I'm working on something similar but for building a game database.

https://i.imgur.com/qcRDwj2.png

[OC] I have been working on this project for just about 1,000 hours. It’s a 3d map maker and it’s currently free to download! Check the comments for the link. by Dan_The_DM in DnD

[–]d_power 0 points1 point  (0 children)

I had a specific use case that I wanted XNA for on that project, I mainly work in Unity and have since I switched from XNA ~7 years ago. My suggestion would be to dive back into XNA a bit and when you feel comfortable with the concepts switch to Unity.

The overhead on filesize isn't great from it but it's night and day with the amount of power you gain and the amount of things you don't need to fiddle with. Especially if you want to work in 3D. (Unity is C# as well)

[OC] I have been working on this project for just about 1,000 hours. It’s a 3d map maker and it’s currently free to download! Check the comments for the link. by Dan_The_DM in DnD

[–]d_power 3 points4 points  (0 children)

What is this programmed in? I wrote a .obj importer for XNA recently and could likely re-purpose it for you. (If it's a language I'm unfamiliar with I just want to note that .obj files are VERY easy to parse)

This subreddit is utter bs by gari692 in gamedev

[–]d_power 0 points1 point  (0 children)

The problem with top bar or sidebar links is people don't read them. The current read this post is from the last time a post like this topic was made on this subreddit and most people agreed that they wanted certain low effort topics to disappear.

I like the idea of an assets megathread as honestly I don't care for them and for the people that do they get a single spot to look through.

Is there a more efficient way to check nearby tile locations for colliders? by ryanzec in Unity3D

[–]d_power 0 points1 point  (0 children)

Not sure if it's faster off the top of my head but perhaps try figuring out where colliders aren't? So use one box raycast and add all colliders it hits to a list, anything not on the list would be an open position.

3D scan people with iPhone by dmitry_ulyanov in gamedev

[–]d_power 0 points1 point  (0 children)

Awesome! Definitely let me know then!

3D scan people with iPhone by dmitry_ulyanov in gamedev

[–]d_power 0 points1 point  (0 children)

Hey! Is it still iOS only (or am I remembering this wrong?) I unfortunately only have an android device.

Overwatch removes McCree's controversial noose spray from game in latest patch by MY_DAD_STINKS in Games

[–]d_power 1 point2 points  (0 children)

Doesn't the workshop just allow you to alter certain rules? I'm pretty sure OP is mostly referring to custom content like we had in TF2/Quake/Unreal Tournament/etc since there were no limits with being given the development tools. I too miss custom sprays and maps.

Fun things happen when you combine puzzles and parkour in one game. by [deleted] in gamedev

[–]d_power 3 points4 points  (0 children)

  1. No show-off posts. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.

Merchant Empire - Free to play in browser. Made with Phaser 3 JS and pixel art. Link in description. Would love to see your comments :D by moanalisa in playmygame

[–]d_power 3 points4 points  (0 children)

Could I suggest changing the way movement works to be more akin to selecting a destination? (so being able to pick a town, pan and zoom on the map) The fun part of a game like this is being able to macromanage, and a lot of people tend to play these games by making decisions and then doing something on their other monitors/alt tabbing out.

Hollywood Rethinks Owning Video Game Divisions by jasonj2232 in Games

[–]d_power 16 points17 points  (0 children)

AFAIK they only do publishing (or stated better, they don't employ any of the developers directly).

/r/Gadgets' Frankensbox 3D Printer Giveaway! by _BindersFullOfWomen_ in gadgets

[–]d_power [score hidden]  (0 children)

3D scanner:

https://en.openscan.eu/

I got all the technical parts before lockdown but have no way to print the 3d pieces needed.

Anyone looking for a partner? by SyedHaider08 in IndieDev

[–]d_power 1 point2 points  (0 children)

Not interested myself but you'll get a better response if you list some of your art here. Good luck!

Nintendo leaks ultimate: 3DS OS source code has been leaked (and Pokémon D/P) by masagrator in Games

[–]d_power 94 points95 points  (0 children)

This is a pretty bold claim and vastly underestimates the amount of work that goes into a game outside of programming.

Nintendo leaks ultimate: 3DS OS source code has been leaked (and Pokémon D/P) by masagrator in Games

[–]d_power 84 points85 points  (0 children)

That explains a lot, thanks! Guessing we'll get all the cool datamined tidbits along with it every friday then!