The RPG Game I Want to Build.

Recently I went through some intensive code learning. I have learned almost everything I need to know in order to create this project. Let me tell you about some of the features of this game.

The game is an role playing game (Possibly mmorpg, but for now just rpg). There are several activities you can do to have fun. There is slaying monsters for loot, crafting weapons and armor, and level ups. And for all you runescape fans out there, yes, skilling will be a thing. You can cut down trees and go mining, fishing, crafting weapons and armor, while you are not busy slaying monsters.

There will be a shop and inventory system, as well as some means of data persistence. Also a huge landscape. If this game is to be multiplayer, there will be a login/create account system. You will be able to see other players, and even (if you and your opponent both have it enabled) pvp. The pvp system is simple, While you are not in combat you can turn you pvp on and off. You can only attack people if they have pvp enabled, and if you have pvp enabled. If in the case this game is to be multiplayer, then there may be a “report a player” system to get hackers or bullies out of the game (no one wants to play with hackers or bullies).

There will be a quest system, but for now that is still in the experimental stages. There will be some way to learn how to play the game. It could be a tutorial, or a “Help” button that you can click on that shows you how to play the game.

I have create some test projects that prove my codes are functional, and work properly. Soon I will take all the things I have learned from the test projects and use them to create the actual game.

The current testing I have done, allowed me to create a functional inventory system, but unfortunately the login system is still incomplete. The login system works fine, allowing the player to login with his username and correct password, but the system does not have much security from hackers. I will post a thread later containing the scripts for the login system, and see if anyone knows how to make them secure. The inventory system will be a series of slots going horizontally from the bottom of the screen. The inventory controls are similar to minecraft, press the “E” key once to open it, press the “E” key again to close it. But there will be another GUI called the equipment GUI which allows you to equip the items in your inventory.

Another feature of the game is the XP system, if you are a low level noob, then you will not be able to equip higher quality gear, until you have leveled up high enough to use them. For instance, if a player has only 1000 strength XP but wants to wield a sword that requires 1500, tough luck, that player can’t equip the item until he is at minimum 1500 strength xp. To gain xp they will have to slay monsters which will drop experience points upon death.

Yes I have learned most of the code to create such a project. I have already learned 90% of the material. So what do you think of my idea?

Tell me what kind of things you like seeing in rpg games, I might just add them to the game. (The game is currently incomplete, but does have a estimated release date of Dec 2017. THIS RELEASE DATE IS NOT FINAL AND MAY BE SUBJECT TO CHANGE).

No screenshots available yet. Will add them as game nears completion, and the landscape and 3D models are generated.

This seems quite ambitious for a single person. It can be done, however…just over the course of many, many years.

But how long have you been programming for? I’ve been programming for 2 1/2 years and I’m still not ready to take something like this, and I’ve made over 10+ projects and near 5 multiplayer ones (none of them are necessarily completed). Another thing is that if you’re going to make this an MMO, how will you handle the servers? Will you pay directly out of your pocket? Unless you’re ready to pay for servers, I’d stick with single player for now.

Also, no offense but this seems just like every other RPG that’s on the market. Runescape, any Elder Scrolls game, etc etc. As of right now you’re not bringing anything new to the table and that could be your down fall. Why would I play your game when there’s thousands more out there that are the exact same and I might own / are free? I guess it all depends on your taste in games, but I highly recommend making something unique so your game stands out instead of blending in with the rest of the RPG games.

Looking forward to your progress.

Great post :slight_smile:

2 Likes

Have you made a game before? I wanted to make a 1st person RPG (still do) but I realized that even though it’s single player with zero networking, it was way beyond my skill set, so I made a less ambitious top down RPG called “The Barbarian”. That was 3 years ago. I’m still working on The Barbarian, but for the most part it was “finished” a year ago. It took 2 years.

I highly suggest you start small, and do not do any networking. In the end a networked game isn’t very fun if no one else is playing it right? And it’s really hard for people like us (unless you’re a big company and haven’t told us!) to get people to play our game enough to make the world populated.

Start small – do a single level with your systems intact, and get feedback. That’s a great opportunity to get green lit on steam as well, once you have a playable level to show the basic concepts.

But do plan for a smaller game, and go bigger after you’ve got that under your belt. I really wish I had done that!

Rather then saying you won’t be able to do it i’ll give you some advice on how it CAN be done. I have tried making many RPG over the years and i’m still working on one. The thing you have to know is that everything takes waaaayy longer than you might think for example creating an icon for an item can easily take 1 hour. Now this might not seem like much be think about this how many items are there going to be in your RPG? So keep things as simple as possible at first you can add more weapons and quests later. Make sure the core game works first.

Another thing I recommend is dropping multiplayer unless you can find someone with a ton of experience in networking. Sure unity makes it easy to do networking but it will increase complexity and it’s still pretty hard to do it right. Plus hosting server costs a TON!

Now the last piece of advice I will give you is use the asset store! I can’t stress this enough almost all assets on the asset store are an absolute steal and they will safe you a ton of time. I can understand you might want to do most or all of the coding yourself but there is no reason not to use the models and textures from the asset store and later replace them with your own.

Hope this will help you out a little bit! And i wish you the best of luck you will need it!!

Also pro tip make a shit load of off site backups or at least on detached piece of storage since I actually completely lost a project due to data loss :frowning:

2 Likes

I also think you should use the asset store :slight_smile: Obviously I like my stuff. However, “The Barbarian” was built with almost all art/models from the asset store way before I ever started producing my own stuff. I’d never have been able to make the game without it. (The name was actually chosen because I bought barbarians as the main character – so I named the game “The Barbarian”!)

Unity 5.4 offerings are good, if you’re on Pro (which means you’re spending $$$). the networking is included for all but the most busy games ( in which case you can afford more), and the “Collaborate” tool is built-in version control. I use “Collaborate” in the beta when working w/ my modelers and animators and OMG it’s amazingly efficient compared to using Drop box and all that!

1 Like

I now that 5.4 includes networking but it does not mean that if the engine provides the tools the user can use them properly it’s easy to make a few mistakes that will cause your multiplayer experience to feel laggy and unresponsive. And yes I know the collaborate tool works great sadly I don’t have pro :wink: Lesson learned though now I always use GIT and other tools to make sure I always have a backup!

Oh hi! Collaborate PM swinging by :smile:

Collaborate does not require that you be a pro user. It’s in beta, you just need to sign up: http://unity3d.com/collaborate. We will always have a free tier for Collaborate (if you’re a pro users you will get more space for free), For our beta users we are grandfathering them into 15gb.

I use the beta! I use it with the artists I hire, so we are constantly on the same page with the same settings and same files. It’s fast, and increases productivity immensely.

A+ :slight_smile:

Sign up for the beta. Just do it.

1 Like