RPG, Engines and Frustration

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30 comments, last by Masashi86 8 years, 7 months ago

Hello there,

This is my second thread in GameDev forums. In the first thread I'd asked you how could I learn C++, and now, almost 4 years later, I can say and I have purchased and studied all the 5 C++ books you mentioned there. Apparently, I don't consider myself professional like you guys, however I think that it's time is right to jump into game development. My dream scenario is to create an RPG game, like Zelda, but in 3D like that. I have no prior experience in game development, no experience in 3D graphics or 2D graphics), nor Unity/Unreal Engine or anything. One could say I know programming, but when it comes to game development I am completly noob.

All I know is that I see these beautiful youtube videos with these magnificent graphics and I want to develop my own game, even if it takes ~5 years. Obviously, I am not going to make money out of it. It's just my after-work hobby. So, I am not interested in profitable workflows (e.g. use this game engine because the pro license costs less than the other game engine).

I see there are lot's of stuff online, and I have no idea where to start. I need a solid choice that will prevent drawbacks. I see that many guys are working with Unity and less with Unreal Engine. At least, the amount of online tutorials is larger on the Unity side. I also like that there's unity2D. Truth be told, I like very much this tutorial series. I've just watched them, I didn't tried to reproduce them, but in the end I have no clue how to proceed: how to make dialogs, how to make fights, combat moves with enemies and so on...

I have no idea how difficult is to develop a game in 3D vs 2D. If 3D it's too hard, then obviously I will start with 2D, but if they are both difficult, I would prefer to start directly with 3D. I suppose that I can buy these beautiful environments from game engine's marketplace, then buy the 3D model for the hero, the enemies and so on.

I would appreciate if you could guide me, through what path I should choose for a 3D RPG game and where can I find help? By saying help it doesn'

t have to be neccessarily free. I saw there are online videos through Digital Tutors but I have no clue if they are any good. Also, a private tutor would be a good fit I suppose. Also, what about books? I don't know, I am kinda frustated here...

stay awhile and listen

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After some searching here in the forums I sense that going straight to 3D is going to be an overkill.

So, I guess I will go with 2D at first.

For 2D RPG games, should I use Unity or Unreal? Or they both would be overkill?

I also saw SDL and MKSL (something like that, sorry for not writing right, I don't remember it exactly).

pfff wacko.pngwacko.pngwacko.pngwacko.png

stay awhile and listen


My dream scenario is to create an RPG game.... in 3D ... but ... I am completly noob...after-work hobby.

For being a programmer noob you choose one of the most complex and content/art demanding genres. Everyone who loves RPGs dreams of making his own awesome RPG and fantastic art, but I don't know a solo-developer who made a successful 3d RPG beyond the start-development-stage. The content, especially art, will either make you crazy or poor or both.

On the other hand, many solo-hobby devs create great RPGs: roguelikes

If you really like RPGs (and not only its art), then developing a roguelike is a very good start. Take a look at all the roguelikes around, some even with art and awesome stories (Tome4).

The most common mistake beginners make is for some reason assuming that dream game they have been wanting to make absolutely must be one of their first projects. As if it has a deadline or something.

By definition, a “dream game” is more complex than Tetris. It’s your dream. You have put perhaps years of thought into it. It is obviously quite complex.

Therefore, by definition, if you have to ask how to make your dream game, you aren’t ready to make your dream game.

You are ready for a Tetris clone (with AI), or Pac Man, maybe half a stage of Super Mario World, or you can gear it towards your specific interests by making a very very small chunk of The Legend of Zelda: A Link to the Past (with absolutely no intentions of ever turning it into your dream game—that would be the worst possible thing you could do and the biggest injustice you could ever do to your dream).


Your dream isn’t going anywhere. If you got into programming just to code a single game, you can never have a career here. Not only as a service to your dream game, but also to your future in programming if you plan to have one, this is the time when you learn how to get where you need to be to eventually realize your dream.

Having a goal is a good thing. Being able to understand on your own all the steps needed to reach that goal is an even better thing. And finally being able to work on things you don’t necessarily want to do in order to work towards the greater good is absolutely necessary for any future in this industry.


L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

If you really like RPGs (and not only its art), then developing a roguelike is a very good start. Take a look at all the roguelikes around, some even with art and awesome stories (Tome4).

Thanks for the advice :)

Since I am going to create a 2D RPG, I will definetely try to create some art of my own. I don't think that roguelike is something that excites me. An RPG that looks like old Gameboy RPG like pokemon or SNES zelda should suffice (or even Diablo 1 for PC). How could I create one of these games in Linux? I know C++, but I don't know where to start from.

let me give you some examples of what I want to make:

example 1

example_2

example_3

I see there are a lot of Unity2D RPG tutorials, but I am also thinking if there's something simpler like Gamesalad (e.g. this). My guess is that Gamesalad and Gamemaker generate a lot of garbage code, and make the game sluggish.

stay awhile and listen

The most common mistake beginners make is for some reason assuming that dream game they have been wanting to make absolutely must be one of their first projects. As if it has a deadline or something.

By definition, a “dream game” is more complex than Tetris. It’s your dream. You have put perhaps years of thought into it. It is obviously quite complex.

Therefore, by definition, if you have to ask how to make your dream game, you aren’t ready to make your dream game.

You are ready for a Tetris clone (with AI), or Pac Man, maybe half a stage of Super Mario World, or you can gear it towards your specific interests by making a very very small chunk of The Legend of Zelda: A Link to the Past (with absolutely no intentions of ever turning it into your dream game—that would be the worst possible thing you could do and the biggest injustice you could ever do to your dream).


Your dream isn’t going anywhere. If you got into programming just to code a single game, you can never have a career here. Not only as a service to your dream game, but also to your future in programming if you plan to have one, this is the time when you learn how to get where you need to be to eventually realize your dream.

Having a goal is a good thing. Being able to understand on your own all the steps needed to reach that goal is an even better thing. And finally being able to work on things you don’t necessarily want to do in order to work towards the greater good is absolutely necessary for any future in this industry.


L. Spiro

Thank you for your advice :) really appreciated.

As I said earlier in my first post, I am not going to do that professionally, but just as a hobby project. I work for SUSE Linux and I see C low-level code pretty much all day, I even work with glibc updates from time to time. What I am trying to say here is that when it comes to source code, I am not afraid to get my hands dirty.

I am not asking for a magical way to the moon, but for a path to a 2D RPG game. I have no prior experience in game programming, so I though that it could be relatively easy to start with that, such as learning how to load the character on screen, then how to make him move, then how to interact with the environment and so on. Well, apparanteltly I was mistaken, and according to you and the rest of the gamedev community, it's seems a rather difficult. But, from other people's view, this might be easy if you use the right tools, like RPGMaker, GameMaker, Gamesalad, Stencyl etc. Even the Youtube's Unity 2D RPG Tutorial, seems to be quite an easy task to start with.

So, where should I start ? Can anybody give me a path to follow that the final destination is an RPG like The Legend of Zelda: A Link to the Past ?

You said something about Tetris. How can I start with tetris? Should I use Unity2D for that? I have no idea.

PS: Sorry if I am asking too obvious questions to you :(

stay awhile and listen


So, where should I start ? Can anybody give me a path to follow that the final destination is an RPG like The Legend of Zelda: A Link to the Past ?
You said something about Tetris. How can I start with tetris? Should I use Unity2D for that? I have no idea.

As L. Spiro stated, don't start with the desired project! Perhaps even don't start with a real project at all. If you would start unprepared right into the desired project you'll get frustrated very quick due to all the unknown nitty-gritty that need to be handled, and that will definitely jeopardize the project.

Since your goal is to finish a game, using an existing not just engine but tool like Unity (or Unreal, …) is IMHO the way to go. There are plenty of (video) tutorial for Unity and Unreal. Do not just look at them but get own experience by reenacting them (do not restrict yourself on tutorials related to RPG stuff here). So you get a feeling for the tool and how things are expected to work within. After doing so for some time, start to bring in own ideas / variations. Then start an own small game project. And only after that has been finished (need not be polished but, well, playable), plan out your desired project with your then existing experience and finally go for it.

Just my 2 cents, you know :)

Well, i'm pretty much on the same boat as you.. and one resource have made me move a LOT faster.

And I also find it very VERY well explained

https://handmadehero.org/

https://www.youtube.com/user/handmadeheroarchive

It's a guy streaming the programming of *every single thing* (using C/C++) to create a game, by he's definition, very inspired in Zelda.

while you'll have to spend a freaking amount of time to catch up (by the time of this post, ep173 with *at least* 1h each), i guess it's a freaking good series.

EDIT : besides this go "against" you desire to use an engine , i guess you could watch it in parallel to other learning projects. This is what i'm doing now, "fast" projects in unity, to learn a few things, and a different project to go along with the series

I would suggest starting small i mean i went through this games list. I started with glfw and opengl but you may want to implement them with some other things. This way you learn all the important little things in little chunks rather than overloading yourself with too much to begin with. I know these are not desireable projects but the satisfaction you get from finishing your first game with menu and stuff is good makes you want to do more. I hear alot of people who start with bigger ideas lose interest and dont finish a single game so that is something to be aware of.

I see there are a lot of Unity2D RPG tutorials, but I am also thinking if there's something simpler like Gamesalad (e.g. this). My guess is that Gamesalad and Gamemaker generate a lot of garbage code, and make the game sluggish.

What makes you think Gamemaker produces garbage code? Apart from a flood of shovelware, many good 2D RPGs have been produced with Gamemaker... hell, I just learned this week that "Gunpoint" was produced with game maker, which is one of the better known Indie games of the last few years, and the creator now creates his next game in Gamemaker, again.

Cannot be too bad if it has been used successfully multiple times, and people actually come back to use it again.

I personally would not use Unity for a 2D Project. Sounds like trying to shoot a squirrel with a cannon.

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