Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

RPG in a Box

Bring your stories and ideas to life! · By Justin Arnold

Some feedback and Ideas so far

A topic by Daza created Apr 23, 2017 Views: 173 Replies: 9
Viewing posts 1 to 10
(3 edits)

My feedback and ideas;

1# Auto-Save; In the settings set how often we want it to auto-save. Sometimes RPGinABox crashes out of the blue and you lose you work so this would help avoid losing too much, also its a good insurance against a powercut or someone leaving their computer and another family member closes the program or shuts the pc down.

Character/Object Editor:

2# It would be very handy to be able to copy a portion of obj/character and create a 'brush' or 'prefab' which will save to a brush/prefab library which you can use these prefab parts to quickly put together (a bit like lego) shapes that are common in your own NPC/Objects and be a faster means to reuse bits or swap parts around when doing the animation frames.

Character Editor:

3# Wireframe/Animation:

This idea might be a bad one, but what if for the animation aspect you can go into Wireframe mode which is basically a smaller voxel that you draw your wireframe as you normally do to create. Then you place your voxels around them for the body and body parts and in each new frame you can manipulate the body parts in a special 'Manipulate' mode (for the lack of a better word). Not sure how hard this would be to implement. It certainly might allow for more fluid animations? especial some hand to hand combat or even things like NPC placing their hands over their eyes or shaking their fist etc. Perhaps some voxels for bendy parts could rotate a certain angle to aid giving the look of bending like all the square voxels lean downwards per degree of angle for like moving a leg back...i am clueless what would be involved so im just brainstorming here.

4# Custom Properties for Characters/Objects;

Allow us to create a custom 'selected' (selected or not) properties it might be 'Object can turn on or Object is Heavy, Object is Stolen, these states can be changed by scripts and also checked. Also being able to create properties with Integer values would be cool too, so we can enchance what is already there, like if we wanted to add Stamina or a Wanted System we could add those things. Im guess we can display some of these stats in the UI menu creator (which i dont have any knowledge in at present) for creating a status bars or window. Also State Property- which in the editor you can keep adding different states to the property via dropdown menu of custom state eg. you might create a State Property called 'Damage': Undamaged, Slightly Damaged, Badly Damaged. Say you use this for a wooden door and the player has hit the door with a Sledge Hammer, a script will increment down the list of that property, and the output for hitting it might output the state of the door. This State property could be used for characters if you maybe had a mood indicator above the character based on what 'state' their mood is or even use the text from that property.

Map Editor:

5#Camera/View/Pitch upwards;

Add the ability to look upwards, currently if you zoom in there is no way to look up or at eye level which makes it hard to do interiors if you create a enclosed cave/building (unless you do the interiors first and then do the walls and ceilings last) i found you can look down and go through the ceiling but still feels very restrictive. It would be good to see the same eye level the player will if your game is going to be in First Person.

6# Unselect a tile when Multi-selecting;

With Current Multiple Selection method, if you accidently over do it and select a tile you dont want, you cannot undo it. I suggest if while still holding down Ctrl - click on the tile or object again to unselect it whilst retaining the other objects/tiles that has been selected.

7# Skyboxes;

Blockstorm the Voxel shooter that also has an extensive map editor, has some built in skyboxes that really makes your map immersive as a slightly blurred backdrop, although you couldnt make your own they had about 6 different ones for both day and night. Eg. one was just shapes almost silouette of skyscrappers for a city, another simple mountain ranges. It was seemingless around 360 of the background. It would be great if we could create one in a paint editor and export it in the right dimensions and format that could be used in our maps. This would give the illusion the player is in a larger world.

8# Prefab/Library for Map editor:

My idea for Char/Obj editor creating brushes or prefabs, for the Map Editor i will go with the the word Prefabs, same idea, allow us to select all tiles of a building (ie. walls and ceiling and whats inside) and create/copy it as a prefab which will get saved in the Prefab library. This would make adding many of the same type of buildings a breeze, where we might repaint it and tweak it to look slightly different or create variant prefabs. The BlockStorm Voxel game editor had this, and it was a big help in quickly making a map. If you imagine a large voxel cube for example, you could select the top left corner and drag the selection all the way to the opposite bottom corner so that the whole thing is selected including all voxels inside of that to be selection area. This allowed any interior objects or voxels to be included not just the outter walls, which was a fast way to select everything in a building you made before saving it as a prefab, perhaps something similar could be added. I know we can manually select multiple options with ctrl + click etc currently, but something like this would be quicker for buildings. But this doesnt just have to be for buildings but you might have a grave yard scene where you want to copy all the rows of headstones and save that as a prefab- where you add in other objects to make it look different after placing it or you create something static like a bus which is too big to create as an object, inside are seats and maybe even npc sitting in it. Including the ability to select also any placed NPC inside the area would be just as handy for creating background scenes. The Arma3 mission editor (which is now 3d) they called this 'Composites' so you could arrange many objects together in a scene and save it as a composite to reuse the exact same configuration/setup again anytime.

9# Floor Grid; Snap-to

A Snap-to to top of an object or tile, something like hold a key and right click to snap it to top of a tile and it will be perfectly level, sometimes its hard to get it right as the lines are quite thin and black. Also being able to change the colour of the grid could be good to. Even if its a glowing red or something so it stands out more.


9.1# Stacking tiles;

As an alternative It would be a little more quicker if we can just click the same tile we placed to stack it upwards each time we click it, rather than having to raise up the grid floor. 'Fight the Dragon' game voxel map editor uses this method and its quite fast to build walls. If this method was implemented then my 9# suggestion would be redundant perhaps.

10# Sound FX Generator:

Add a record from mic option, the user could make sounds with various real life objects and then manipulate them with the various settings in the generator to distort or shape it a little, this could include using our own voices to make sounds. This way we can create custom SFX on the fly.

As a final feedback i almost forgot:

I noticed when testing my muck around map, that when in First Person at least, there was noticable flickering of textures in foreground and background. It was quite distracting.

This is all i have so far, i hope it wasnt too long.

Hey Daza - thank you for the feedback! I've included answers/thoughts for each topic below.

1# Auto-Save; In the settings set how often we want it to auto-save.

This is definitely a good suggestion and is something I will look into implementing at some point.

2# It would be very handy to be able to copy a portion of obj/character and create a 'brush' or 'prefab' which will save to a brush/prefab library which you can use these prefab parts to quickly put together (a bit like lego) shapes that are common in your own NPC/Objects and be a faster means to reuse bits or swap parts around when doing the animation frames.

This is a great idea as well, I really like it! One of the next features I plan to add to the Voxel Editor is a tool for selecting areas of the models for moving, etc., so once I have that implemented it should make something like this fairly straightforward to add.

3# Wireframe/Animation:

In regards to this type of animation, are you referring to skeletal animation where you rig the character with a "skeleton" and then move the bones to animate it? While it would be cool to support something like that, I don't have any plans to implement that type of animation since I have designed the engine around frame-based animations. I am definitely open to exploring it down the road, however, at a time when the engine is in a more complete state.

4# Custom Properties for Characters/Objects;

While I do plan to add some more functionality around these concepts described, I think a lot of those scenarios can be achieved using some of the scripting functionality that is currently available, specifically the setting of entity properties. For example, you could use the "Set Entity Property" function to set a property named "damage_state" to a particular value ("badly damaged", etc.) and then you can check that elsewhere using an "Evaluate Condition" to check the "damage_state" property of the door. I'd like to make scripting things like that a bit simpler eventually, but the "Set Entity Property" and "Set Global Property" functions should allow you to do some interesting things in the meantime.

5#Camera/View/Pitch upwards;
Add the ability to look upwards, currently if you zoom in there is no way to look up or at eye level which makes it hard to do interiors if you create a enclosed cave/building (unless you do the interiors first and then do the walls and ceilings last) i found you can look down and go through the ceiling but still feels very restrictive. It would be good to see the same eye level the player will if your game is going to be in First Person.

I believe the recently added "Free Camera" mode in the Map Editor should make this easier (second to last button on the toolbar as shown in the screenshot). With this enabled, using the middle mouse button will allow you to look around freely, and you can use W and S to move forward and backward. It's not perfect, but should help some. Also, another useful feature is "grouping" tiles and objects. With some tiles selected, you can press G to add them to a group which will show up on the Properties panel once created under the "Groups" heading. From there, you can hide/show groups to make working on certain areas a bit easier (for example, add the ceiling tiles to a group and hide them temporarily while working on the room).


6# Unselect a tile when Multi-selecting;
With Current Multiple Selection method, if you accidently over do it and select a tile you dont want, you cannot undo it. I suggest if while still holding down Ctrl - click on the tile or object again to unselect it whilst retaining the other objects/tiles that has been selected.

Agreed, this would be very convenient. I meant for it to work that way originally, I just need to take the time to fix it. :)

7# Skyboxes;
Blockstorm the Voxel shooter that also has an extensive map editor, has some built in skyboxes that really makes your map immersive as a slightly blurred backdrop, although you couldnt make your own they had about 6 different ones for both day and night. Eg. one was just shapes almost silouette of skyscrappers for a city, another simple mountain ranges. It was seemingless around 360 of the background. It would be great if we could create one in a paint editor and export it in the right dimensions and format that could be used in our maps. This would give the illusion the player is in a larger world.

Skyboxes can be setup from the Map Properties panel using the "Background Type" setting. I don't have any sample ones built into RPG in a Box yet, but the Skybox editor does let you import a set of six square images that it will turn into a skybox. You can import images using the "Import Resources" tool on the main toolbar (or drag external images into the Game Explorer). Here's what it looks like!


8# Prefab/Library for Map editor:

I like this idea, also. I imagine something along these lines will come along a bit later once I start adding functionality like copying and pasting within the Map Editor.

9# Floor Grid; Snap-to
A Snap-to to top of an object or tile, something like hold a key and right click to snap it to top of a tile and it will be perfectly level, sometimes its hard to get it right as the lines are quite thin and black. Also being able to change the colour of the grid could be good to. Even if its a glowing red or something so it stands out more.
9.1# Stacking tiles;
As an alternative It would be a little more quicker if we can just click the same tile we placed to stack it upwards each time we click it, rather than having to raise up the grid floor. 'Fight the Dragon' game voxel map editor uses this method and its quite fast to build walls. If this method was implemented then my 9# suggestion would be redundant perhaps.

These are both great suggestions and I should be able to implement them in some manner without too much work. I have added them to my notes of ideas.

10# Sound FX Generator:
Add a record from mic option, the user could make sounds with various real life objects and then manipulate them with the various settings in the generator to distort or shape it a little, this could include using our own voices to make sounds. This way we can create custom SFX on the fly.

This would be cool to have and is something I will probably add at some point. For the time being, I'd recommend using something like Audacity to record/edit with, and then you can import WAV files using the "Import Resources" tool on the main toolbar.

As a final feedback i almost forgot:
I noticed when testing my muck around map, that when in First Person at least, there was noticable flickering of textures in foreground and background. It was quite distracting.

I am not sure I have seen this issue before, but I do know that Godot (the underlying engine) is a bit glitchy sometimes when it comes to rendering shadows so it might be related to that. Would you be able to create a GIF or video of this occurring so I can confirm that is what's happening? Thanks!

Let me know if I missed anything. :)

(1 edit)

Thanks for your full response and the visual examples, i realise my suggestions and feedback was a wall of text in one go lol I probably will have more feedback and ideas when i learn more about the systems and expirment and create.

I will try to make a short video of the flickering i am talking about. I notice you use gifs for showing examples, what gif program do you use?

Lol, no worries, I am glad to help out! :)

Most of the time I use GifCam, it seems to work well for creating GIFs quickly and easily.

http://blog.bahraniapps.com/gifcam/

(+1)

Thanks for the link :)

(1 edit)

I turned of Free Camera in the Map Editor and its exactly what i wanted, perhaps this could be ON by default epecially for new users who might expect being able to have that level of freedom with the cam especially if they have used other voxel or 3d editors?

When i clicked on the button it wasnt overly clear i selected it, perhaps there could be a white border around it when its toggled on?

I do look forward to when you implement the ability for us to change the default keys, i still catch myself at times using wasd wanting to fly the camera around as a few other map/mission editors use that method, i have to retrain my brain lol.

(1 edit)

Here is a GIF for the flickering i mentioned

<a href="<img src=" http:="" s157.photobucket.com="" user="" daza_07="" media="" gif_flicker03_1.gif.html"="" target="_blank">Flicker Example photo GIF_Flicker03_1.gif</a>

Also while on topic of GIFs;

Is it possible to use images or/and GIFs in the UI Editor or elsewhere? This was one of the questions/suggestions i forgot to add. Here is an example of a combination of images and text to convey a time and place https://www.youtube.com/watch?v=-zC7tl4DIcg this is from a game called Lost Odyssey a JRPG, i couldnt find better examples. But when i played the game (LO) ages ago it used this sort of thing for exposition and flashback story telling through out the game, dispite the game being a 3rd person action game to good effect without the need for actual cutscenes, it often used particle effects for clouds or fog or whatnot with text appearing and disappear as it tells a little story. Maybe if we create something like that with a video editor or other 3rd party software and using that GIF recorder you mentioned we could imbed that for a cutscene, maybe sometimes record a GIF ingame as a staged cutscene or closeup of a specific object that needs to be found etc (but i guess we might need a free cam mode in game so we can fly around and record what we want freely?). But i am not too famaliar with the UI Editor and its full function so if that cannot be used for that, is there another way a GIF could be displayed? where ideally its fullscreen exlusively or a popup window as another option to display the gif or image? the main game sounds would be muted of course.

Hi Daza - thanks for posting the GIF of the issue. Are you referring to these lines that appears when moving around? If so, those are seams between tiles that unfortunately show sometimes, more so under certain lighting conditions. I would like to fix these, but I am waiting for the new Godot 3.0 renderer to be released before spending time on the issue. I agree that they are distracting and I am determined that I will do what I can to get rid of them once the new renderer is available. :)


In regards to the other topic, I do have some functionality planned similar to what you described and shown in the video. In the UI Editor, I will have a special editor for creating custom screens with images and text that you can show in your game for cutscenes, etc., so I think that should allow you to do what you are interested in.

(+1)

That sounds really good. Text can engage the imagination if well written along with some imagery and music, so it would be a powerful tool to add to the toolbox. Lost Odyssey used this quite well without the need of full blown cutscenes. Perhaps using voxel imagery in this would help tie it to the game visually which one could do with taking screen shots and a photo editor. Maybe some png images can layer on top of the static imagery and be animated. Would Gif be supported with it if one wanted to use them? if one wanted to have video clips or do something outside of functionality?

Yeah, I agree, it would definitely be a good feature to have. I'm not sure that GIF would be supported, but I think video for sure if it is first converted to .OGV format (Ogg Theora). I'll have more details once I get around to implementing the functionality.