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If you've been a patron for awhile, you might know that I used to mostly do game dev stuff. I go from liking game dev because it's fun to solve problems to hating it because it sucks to spend hours and hours debugging the most stupidest things. So I've been back at it again the last couple of weeks on/off, building another RPG from scratch in Game Maker Studio 2 again.

The previous RPG attempt was getting a bit too big in technical scope, I rushed writing my menu system, my input system sucked, there was a lot wrong with it and it would just be better to start fresh and keep it simple. Strive for creating systems that have consistency.

There's stuff that is working but not in the video (like the battle system) it's just too early to show, like it doesn't make sense visually yet.

The idea is the same as I've been wanting to do for a long time, a goofy but likeable little dragon guy gets sucked into a video game world of some kind. He ends up needing to save the world in order to get out of the game. But because he comes from outside of the game, he isn't bound by the same rules as the other characters within the game are. So in many ways, he can defy fate or go off script.

On a more fun note, here's some test lines I did for Gyra himself.

https://youtu.be/GyphnMFLbzk


I haven't posted a lot about this because I wasn't sure where this was going, like would it just be another project I start, write a bit of code for one tiny system in the game and quit or will it be something I try to seriously make into something. I think it's progressed to a point where it's shaping into something that might be able to take the form of a demo some day, maybe. Like it's been pretty enjoyable to work on so far, which is more than I can say for my previous rpg attempts.

Don't worry though, I've still been working on animation stuff- though that's mostly been in the realm of fluids for those dragons breeding, more on that next post.


Files

GSW text box implementation 2

Another video showing the text box, not very different from the last because it was mostly back end changes like how text boxes are handled with input (like, is it a textbox that allows you to walk around why it's happening? Or one that freezes the player?) I also got NPC setup working well. So you can talk to an NPC, they face you and will deliver their assigned dialogue. Still need to add in changing dialogue, so that if you answer a question a certain way the NPC's dialogue is different. Also, long characters look like they're kissing. Might change that by making it so they take up two cells when facing left/right but I kind of like it this way and Gyra is probably going to be the only character who's left/right sprites extend so far. My dialogue system could allow for some pretty complex trees, it works by each page of the dialogue box having a variable that tells it what page to go to next.

Comments

BladeKyro

I hope it comes out soon. It looks promising so far

Stankin

I dig your work, but i cant tell if gamedev is jsut a hobby or do you do it professionally? It seems like an RPG is a enormous step. since you have to do multiple story options ect, id just start of making a big-booty dragon platformer and go from there.

velocirection

Thank and it's a hobby! I wanted to do game development professionally since I was 11 or so and I've tinkered with games for a long time. After I finished my bachelors in computer science I was really burnt out with programming but now and again I'll try to make something interactive to fun (and eventually self-inflicted frustration). Any game that you're willing to make feel as solid as games before it is a challenge. Making a platformer as feature packed and as well controlling as Mario 3, for example, is an enormous step. And like... I don't want to waste people's time with an imitation that doesn't feel as good to play as the thing it's an imitation of. And I have more experience with rpg-type stuff and it's a good genre for telling a unique story so that's why I picked it.