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No Name RPG

A topic by Petersome created Jul 10, 2023 Views: 816 Replies: 24
Viewing posts 1 to 10
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Heyo,

I am currently solo developing a passion project of mine with a kind-of placeholder name: No Name RPG.


It's an RPG (huzzah) which I always fail to describe well, probably because it's identity is partly WIP. Essentially, I'm trying to have a gameplay system which is realistic in most aspects but still noticeably gamified as to not be aggressively tedious. Let the ramble ensue:

Realistic in the sense, that you can not hope to beat an elemental made out of fire by simply swinging your steel sword at it. It probably wouldn't work in real life (not empirically proven) so it's not gonna work here either.

Your steel sword does not deal 5 Damage + 20% Strength multiplier. It's just a swing o' the sword. It *will* instakill a human if you hit it on the head though, so there's that; likewise enemies can instakill you too. The fact that your Status UI displays 'temperature' should indicate best what I'm going for lol.

Having played a lot RPGs myself I'm trying to reduce shfun stuff like limited inventory space, potions you never want to use, UI bombardment and NPCs calling you a hero for left clicking. Just stuff that personally irks me.

World building wise there will be a lot of weird interesting stuff extrapolated from prompts a la 'What would happen if...' , like for example:

  • What would happen if you had a miles long line of arrows magically appearing out of nowhere and shooting in a single direction.
  • What would happen if you had a large area where any metal is immediately pulverized into sand
  • What would happen if you had a mountain that is non-stop spewing large boulders from it's top
  • What would happen if there is a zone where every creature will loose their arms forever except for one... including wings... dragons

And from these prompts come fun zones for the player to explore and navigate, as the ramifications of these effects are much more major than they lead on at first. What they are you can explore in game ( when those parts are implemented ( which they are not ( yet (:D ) ) )

Lastly I think it would be fun to give the player as little information as possible about the world, items and characters as possible, but give full explanation on gameplay effects. If you want to brew a nice health potion you gonna have to read a book to learn how to do it


That said, I don't know what I'm doing. Any and all feedback is more than welcome.

This game is still deep in development; the tutorial is not even fully finished


Unusually I have consistently worked on this game for the past 5 months, which is why I think I can confidently post a thread here and update it somewhat frequently.

I am really starting to consolidate the No Name-Name even though it really should only be placeholder. I can't seem to come up with a better name.


(mandatory screenshots)

(mandatory link)

(1 edit) (+1)

New Update: The Harvest Update

New Stuff is pretty much whatever was on the goal list last time + some other goodies:

  • Correct some Tooltips and stuff ( Old Tutorial Messages, Hover Tooltips for Resting)
  • Grey out Items and Consumables that ran out. Maybe even sort the inventory, so that only existing items are on top
  • Implement the same high tech priority queue for Combat Messages that the Pick Up Lines have
  • Split Magic Menu into Skills and Magic Menu
  • Rework Tilde Sprite and some dialogue lines.
  • Add a Smile Mood, a Question Mood and a Sleep Mood
  • Add Soundeffects for Water, Waterfalls, Herbalism, Item Pickup, Wind
  • Fix Gahar's sprite by making it dependent on his NPC state
  • Implement brand new NPC : Dala
  • Implemented Gardening Magic
  • New Waterroot Plants
  • New Items that drop whe destroying Trees
  • Water cools you down


Look at those gastly roots. Argh!

https://petersome.itch.io/rpg-with-no-name

Small Update, but the game is now playable in your browser (wowzer!)

Limited Browser Fun

New Update: Level Up!

New Stuff is pretty much whatever was on the goal list last time + some other goodies:

  • Added a level up and experience System. Unlock magics and level them, yey!
  • With that, the Magic Menu has been overhauled to just be experience bars from which you can select whatever you want to level next
  • Also Reworked the Campfire UI where you can setup your attunements and do all sorts of other stuff
  • Lot's of small bugfixes that made the previous version not being able to save or break when switching scenes when something was in water as it happend
  • ZOOM!

Look at those gastly UI. Argh!

https://petersome.itch.io/rpg-with-no-name

New Update: Playtester's Delight

  • New and upgraded Tutorial Stage TM
  • More expansive Tooltips and Notes to help you on your way (maybe)
  • Golem enemies, don't worry, you can't reasonably kill them yet anyway
  • A lot of backend stuff to make new Content easier to implement
  • Fixed how Temperature works, its much less erratic now too and armor can help you keep insulated!
  • Implement brand new NPC : Willem (dick)

Fig A: A ghastly Golem trying to sneak kill me

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I tried it out and stopped when I got this message

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Thanks for checking it out!

Seems to be some sort of memory leak I've never seen before, will try to fix it

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Interesting art style, I'll follow it up.

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Thanks love to hear it :)

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I played a bit of it, I really dig the dark fantasy atmosphere of the game! That's what I most like when I'm composing for! As for current feedback, I think the combat mechanics feel a bit clunky, like, maybe some issue of hitting physics or animation that could be improved? I'll play it more later to see what else I find out.

Oh nice thanks for playtesting. Yeah I've listened to some of your music pieces and they fit nicely (and sound good lol)

Yeah it is not polished to a great degree, but I honestly just don't know how to improve it much, at least not without sinking ungodly amounts of resources and time into it. I am cutting corners whenever I feel like it would otherwise demotivate me too much from the project and this is one of those parts sadly.

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I know its not easy bro, feels like climbing a fucking montain, but if it's too much at the moment then little increments over time are  better than stopping altogether! There are several times I feel exactly the same lack of motivation with music production, but I always remember myself why I got into this in the first place.

Keep posting!

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The little Increments strategy is probably the very best one to do at least for me personally, it helped me a lot!

Well you must have figured out a nice work strategy too looking at the sheer amount of music you made so far, kudos

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I wouldn't say I have, just went through several burnouts to get that amount in there, lol. However, I'm planning to get a nice Patreon service up in a few months to have a way to help you Devs out with music & SFX. I'll take a better look at the updates in your game a bit later, gotta fix my sense of time-management first...!

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That sounds like a good plan with patreon but don't stress yourself about anything, so long as you're having fun

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I played a bit more of it. 

There are some bugs:

1 - The first cave exit where you appear in a open forest when I try to get back at the cave it keeps kicking me back to the forest. Not sure if it was intentional.

2 - I went to a very large area and when I enter I just get stuck in a black screen (though I think you probably haven't worked at that level yet?).

Good stuff I've  noticed:

1 - The human enemies were surprisingly challenging to the point where I had to use the shield a lot, there's tons of RPG where you can get away easily with just rolling or parrying which makes the shield kinda useless. I personally like shields! There should be lots of options, even skills that involves shields!

2 - No mini maps, so yeah, that forces me to actually remember places!

3 - It's bleak, there's doom & gloom in the game ambience and story - that is good, there should be way more dark fantasy RPGs out there.

Things I think that should be improved;

1 - The SFX should have a more darker aesthetics, I've noticed some funny sounds which kinda clashes with the overall visual and conceptual design of the game.

2 - There should be more soundscapes, ambiences to blend in with the nature and cave's sound, as well as some minimal music, piano maybe?

3 - I really would like to see a custom tailored assets for the characters (they should look cool, such as Hollow Knight's avatars), and I think that the art style is already giving some hints as to a hybrid art style (not so realistic, not so cartoonish).

4 - More VFX, way more of it, I think we can really have a lot more colors in it as to make the game look beautiful!

I understand it's on a very early development but I think you can really expand a lot on it yet!



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Oh wow thanks for the in-depth review :)

The bugs are somewhat weird. I think one level right now destroys the web version completely, maybe you stumbled into it?

Very cool that you found a way to beat those bandits with your shield. I have long ago abandoned it for arrows or just plainly entering god mode ;) They are supposed to be very tough to beat yeah and there are many more options to fight enemies down the line.


To your Wishlist:

- I love the ambiance and atmosphere of games like Darkest Dungeon and the first Dark souls but this game is not intended to be totally grimdark or anything. It's sullen at times but not depressing. My art style is not really congruent with darker settings anyhow

- Music and SFX is the big problem at the moment and you are very right that there needs to be more of it in the game. Some sounds are just funny stand-ins I found and use but most stuff is just mute. I guess that's where your services come into play?

- What do you mean exactly with custom-tailored assets? If it's about changing the graphics of the playable character then it's a no-go for me personally, way too much work lol

- More VFX would be really cool and I am tinkering around with it, but I lack most skill necessary for it. It's hard to make effects that work with the art style I'm working with so it's a lower list issue at the moment

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New Update: Insect Style

  • New Graphics and Decoration
  • Event Based Systems ( dont get caught in a golem trap )
  • Object Weight has been promoted to a very relevant stat (not that it matters to you)
  • I've discovered some very funny Debug.Log messages from eons past. This is not an update but I found it important to mention anyway
  • Campfire got cozier graphics
  • Attacks have been improved even further (wow)
  • Dala is very shy and deliberately and intentionally disappears into the void after talking to her, don't question it


Look at these four armed ghasts, yikes

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New Update: Root Gardens

  • UI Helpers and clearer Armory Design
  • Notifiers for new Menu Buttons and Chests with content you've never picked up before
  • Spiders be poison
  • Force / Damage rework
  • Bodypart rework
  • New Stage: Root Gardens
  • You can now feel the grog as you move to the first campfire

Root Gardens with no roots?? Whats this? A ghast??

I'll play a bit more of it whenever I have more spare time, but keep posting it!

New Update: Mite-y Update

  • Lots of new Armor and Weapons
  • Also some new Consumables, like a Mite-Bite Snack that lets you summon a mighty companion
  • Poison and Bleeding are now intricate things that are regulated by each actor body
  • Rearranged some UI
  • 4 new recipes to ponder over
  • Cool debugging stuff added (you won't see any of it)
  • Thinking about naming the game 'Divine Theatre' but also thinking it sounds really pretentious
  • Rats begone, mites are my new homies


Look at that very much non-ghastly mite buddy