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RPG in a Box

Easily create 3D grid-based, voxel-style RPGs and adventure games! · By Justin Arnold

Welcome to Founder's Access! Sticky

A topic by Justin Arnold created Aug 03, 2016 Views: 187 Replies: 16
Viewing posts 1 to 8
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Welcome to Founder's Access for RPG in a Box. Thank you so much for supporting this project! Over the next day or two, I will be creating some additional sections on this forum to cover topics such as bug reports and game discussions. I look forward to working together to make RPG in a Box a better tool and hearing more about everyone's game ideas and suggestions. Feel free to reply below and say hello!

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Hello :)

I've started using RPG in a Box several months ago for a first-person adventure game called Nékromegà, which Justin has featured on his website. Here's my dev blog if you're curious: nekromega.lectronice.com. I've been providing various feedback and bug reports along the way, and I'm very happy to see RPG in a Box grow, especially since it has recently been greenlit on Steam.

I'm currently on vacation so I probably won't be very active before a couple of weeks, but I have a big outdated list of notes and suggestions. I'll try to tidy it up a bit and share what's still relevant here.

By the way, I'm posting this from the Itch app, and it's pretty handy to both get updates and give feedback. Cheers!

Hey lectronice, thanks for the post! I'm looking forward to seeing your game progress and continuing to work together! :-)

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Hi and sorry my english is poor, I am from Germany.

I have made some voxelarts (http://www.voxelarts.de) and will start my 1st Game with "RPG in a Box". I think it will takes many time to finish, so i get your Software today.

I will make a German DevLog from start to finish and have few questions:

- May I make Screenshots/Videos from your Software for my Blog and Youtube?

- May I make commercial Games with RPG in a Box?

- If you planned to Import Models up to 120x120x120? For higher Buildings and for more Details (eg for Characters) ?

- Godot supports *.dae for import, do you planned this Feature for better Animations?

Please excuse my bad english and thanks for your Reply.

Best regards,
Ron.

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Hi Ron! No worries at all - thank you for supporting RPG in a Box! It is very much appreciated. And welcome to the forum - it's great to hear that you will be making a game. :) I also have a Discord server set up now - if you are interested, let me know and I will send you an invite link.

- May I make Screenshots/Videos from your Software for my Blog and Youtube?

Yes, feel free to share any type of media from the software for your project!

- May I make commercial Games with RPG in a Box?

Yes, you can make commercial games. There are no licenses or royalties involved with the software.

- If you planned to Import Models up to 120x120x120? For higher Buildings and for more Details (eg for Characters) ?

At this point, I don't have any plans to increase the size limit for the sake of performance. I may consider it in the future if I am able to optimize the Voxel Editor in a way that would support this, though. For certain things like tall buildings, there is the possibility to create the sections as multiple tiles and place them upon each other as a workaround.

- Godot supports *.dae for import, do you planned this Feature for better Animations?

Currently I don't have any plans to support importing for formats other than .VOX since the animation system is frame-based. In the future I may experiment with features like setting up skeletal animations within the Voxel Editor once all of the other main features have been implemented.

Thanks again for the support, Ron, and hopefully this was helpful!

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You know, I was thinking the other night that it would be cool if the RPG in a Box "sequel" went the low-poly 3D route and included  it's own simple modeller for making art, but thought that would be too complex to animate. But, if you do eventually support creating skeletal animations in RiaB in the future, maybe that dream might become a reality one day! XD 

I wasn't planning to dive too deeply into RPG in a Box for a while, but I'm really liking the fact that I can make all my game art right in the application without having to go into a external editor. That convenience makes all the difference in the world for me, and you even have a sound generator included with music generation as a long-term goal? Super cool. I'm thinking I might switch development of my game away from RPG Maker and into RiaB instead. Hopefully your sales are going/will go well enough that you can keep working on this wonderful software long-term. Once it hits 1.0, it'll be the best RPG making software on the market!

Thanks so much for the kind words, Armaan! I'm really glad to hear you're liking the software and what I have planned for it. I hope to eventually reach the point where every aspect of your game can be made within the software. I'm definitely committed to RPG in a Box for the long-term and will do whatever I can to continue working on it full-time!

In regards to skeletal animation, I don't have specific plans to support it currently, however it's one of those things I may look into later down the road after the software is mostly complete since I like experimenting with new ideas. :) Thanks for all of the feedback so far!

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Hello and thank you for your Replies,

i have made my first Character for RPG in a Box with the new Limitations (for me ;-) ) its a little bit tricky but it goes:

Justin Arnold wrote:
I also have a Discord server set up now - if you are interested, let me know and I will send you an invite link.

Yes, i like Discord but with my english, we can try it :-)

Thanks again :-)

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Finally made the purchase. I probably won't get around to making anything for a while (gonna wait until the various systems get fleshed out a bit more before diving in too much), but it looks nice next to the various fantasy consoles on my hard drive ;)

Gotta say, though, that I love the combat system. It currently reminds me of a 3D version of the old SSI Gold Box games, which is good! What plans do you have for the final combat system to look like? It feels like you'll be heading toward a Final Fantasy Tactics/Fire Emblem style as opposed to, for want of a better description, the typical Dragon Quest/JRPG "line dance" style. Or do you plan to support different systems that we can use or extend via scripting?

Hi Armaan, thanks so much for the support! :)

Glad to hear that you like the combat system so far! As you suggested, I'm planning for the main/default system to be of the "turn-based tactics" style similar to the games you mentioned. Some of my inspirations are the Shining Force series and older Ultima games, so definitely something along those lines, with AoE attacks, a party system, etc.!

And yep, I do plan to support additional systems as well, like the "line dance" style and possibly even some simple forms of real-time later on down the road. I haven't worked out all of the details yet, but I'm expecting to have a gameplay setting to choose the base combat system to use for your game, then some additional settings to tweak beyond that based on the type chosen.

Hopefully that helps!

Very cool. Do you have a timeline estimate for when you think line dance battles will be implemented? My current game was originally designed for RPG Maker, and was built around those kinds of battles. Not that I need them anytime soon or anything, I can keep myself busy for a while yet making the maps and events and everything else. I was just curious what sort of personal timeline you're working on.

It's just a rough guess at this point, but based on current efforts and the order I have things planned, I would say probably sometime this summer. I'm currently working on migrating all of the existing functionality over to Godot 3.0, so unfortunately there won't be any new major features until I get through that. At this point, I am thinking  that effort still has a few months of work left. After the migration is complete and I get Steam Early Access launched, one of the first things I'd like to focus on is building out the combat systems more!

The move to Godot 3.0 is taking a while to get through, but it's going to contain a lot of nice little improvements to the editors and I think it will be worth the wait. :)

Hey Justin! I hope you are well. 

Now that the Steam Early Access page is up, are there Steam keys available somewhere?

Thanks!

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Hey James, thanks, I hope you're doing well also! I'll be making the keys available once it gets closer to the start of Early Access and I have a proper build set up on Steam. I'm shooting for around the end of the year, so hopefully it won't be too much longer! :)

Sweet! Yeah, I think that's great. Thanks. 

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Hello James, thank you very much that i can use your amazing Software, i can not wait to create my own world :)

Hi there, software_bundle, you're welcome! I'm glad it will help enable you to create your own world and I look forward to seeing what you make! :)