• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
glhf

Advice what kind of characters to use in a indy rpg?

5 posts in this topic

I got really interested in singleplayer isometric rpg after all the talking about it and i can actually program something like that i think because theres no networking.
I am thinking about art though because... well rpg needs a lot of art assets.. so thats one reason i want to have isometric because then I don't have to make super nice textures and models which you need in 3d.

I also dont want too modular character system though because i didnt learn that and even pros have hard time withj that and takes a lot of work for even them.
So i need avice how modular i should make it too.. it is really nice if you put on a new armor piece that your character puts it on on the mesh and texture too. but then again that will make art assets multiply by billion and also how dificult to do that modular system.

i dont want graphics too look really old like avadon graphics though.. but im not a good texturer..
I can make super simple texture only..
And if you have a city in rpg then i dont want citizens to look like clones... so it would need some kind of modular system so you can easily make a lot of citizens that look differently.

soo i want it to have a modern look..
that people wont mistake it and think it must be a 10 year old game.

I dont want ridiculous amount of art assets too.. i want to keep it as little as possible because i will make it most likely.. or i would prefer..

and like i said its nice if u can cchange ur looks too.. maybe have a few different textures and/or meshes for the main character for example.. and maybe even for other important characters.

please just give me advice what kind of art style and techincals i should do


i would like this game to feel a bit more alive..i
i will have some cutscenes most likely... a lot of them probably just still images that are moving zoming out and in etc with some smokey effects maybe and voiceover.
but would be cool with movie cutscenes too of the characters.

i will also have good animations to help with more dynamic and alive feeling to the game and lots of cool effects... shake screen etc.
that theres always something fun and exciting happening Edited by glhf
-1

Share this post


Link to post
Share on other sites
You are probably going to have to reduce your expectations and work with a very limited character set because that's your limiting factor. There's no easy way to generate a lot of art (or anything), without significant effort. Your ability to create/buy assets determines how modular you will want to make your game, and the only person who can figure that out is you.

2D Isometric would not be the way to go for ease of artwork since that requires somewhat awkward rotation animations. The standard old-school Zelda/Pokemon cheated 3/4 top-down view would probably be the easiest to work with if you go 2D.
2

Share this post


Link to post
Share on other sites
oh i didnt mean i was going to make 2d graphics.I
I just used wrong words.. i mean i think its easier to make a isometric game than a 1st or 3rd person view game... because doesnt need to be as detailed art or highpoly.

yeah im also worried about not being able to make bigger towns in the game unless i find a smart way to either generate npcs that look different enough or just something.. i dont know thats part reason i made the thrad :D

i guess making an rpg is kinda the same as a mmorpg when it comes to assets huh.
I will think about if I can think of anything that i find interesting with not so many npcs.
I also still have that "old" multiplater gdd.. i might finish that instead..
0

Share this post


Link to post
Share on other sites
I have to agree with JTippets to be open to using 3D. In some cases it may be far easier to include in the game than 2D with little impact on performance.

The main thing I suggest is that there are many free, no cost or little cost, and open source 2D and 3D assets in the internet. Resizing them is almost inevitable for you; I mean very likely. It seems that you have the ability to resize things. Sometimes textures can be swapped in assets or modified much easier than perhaps you realize right now.

From what you wrote, glhf, it seems that you want a real quality looking game but I have to let you know that most games demand a lot of work with art assets to achieve that. The only exceptions I have noticed is the game maker who substitutes extensive art work with clever, novel attractions in art or the game play is the main attraction of the game.

How modular should you make the Role Playing Game? Here are the minimum standards, in my opinion, for an AAA game and you may include them in your game:

1) Be able to exchange stationary objects and characters with different ones, at least to some extent, such as in location, scene, situation, or stage of storyline selection. If this is too much at this time, then the ability to change cameras or camera angle is nice.
2) Weapon selection is a must in your case.
3) Defensive implements, such as shield or body armor ( depending on the game ) are typical.
4) Traits: Character's material, physical, or mental trait...People love to have at least one unique item for their character which distinguishes it from the other characters (added to weapon and defensive item), such as stamina, strength, leaping ability, speed, immunity, or other. Traits are usually programmable and can be made "modular".


I have over two years experience in making content for games and love to play them.

Hopefully this inspires and guides you.[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]


Clinton
0

Share this post


Link to post
Share on other sites
In terms of Arts and Modular Assets for Isometric games, take a quick look at Ragnarok Online sprite, or Tactics Ogre/Ogre Battle for example.

http://img73.exs.cx/img73/2987/Male_Knight.gif
http://img73.exs.cx/img73/7875/assassin_m_sheet.gif
http://i125.photobucket.com/albums/p62/picsnsigs/gravheads1311sk0.png
http://i68.photobucket.com/albums/i15/Angevon/rosprites/weapons/BG/Assassin_Duals_F.png

What you really need are these:
1. Female Heads + Male Heads
2. Female Body + Male Body for each Class (Warrior, Wizard, Archer, etc.)
3. Weapons and Weapon Effects/Trail (This really depends... If only Warriors can wield Sword, it will be easier than if some other classes can use a Sword as well)

Hope this help ya ;)
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0