# Unity Can a TRPG like Fire Emblem be created using Unity?

This topic is 1270 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hi friends , this is the link for the gameplay section of Fire Emblem Awakening: http://fireemblem.nintendo.com/gameplay/index.html

The game consists of:

• moving 2D sprites on a 2D map (level)
• limited 3D battle animations
• the story of the game is primarily delivered via cutscenes with 2D portraits and textboxes

Is a programmer who is familiar and has successfully delivered game projects using Unity able to create a TRPG with Unity? How technically difficult will this game be develop for a fresh dev studio with around 6-7 full time staff?

I also wonder what is a good estimated budget for a developing a TRPG similar to Fire Emblem.

##### Share on other sites

Is a programmer who is familiar and has successfully delivered game projects using Unity able to create a TRPG with Unity? How technically difficult will this game be develop for a fresh dev studio with around 6-7 full time staff?

It doesn't look like a technically challenging game and using Unity seems to be a valid option.

I also wonder what is a good estimated budget for a developing a TRPG similar to Fire Emblem.

Hard(=impossible) to answer, just some random numbers and thoughts (looking into my crystal ball): 6 people fulltime will cost (~70k average)  ~400-500k per year. A simple to moderate complex game (I dont know the game), considering that the studio has not much experience, could make it in 18-24 month. Considering some additonal contract work, PR, laywers I would guess, that you need atleast  $1.000.000 (best case scenario). This is nothing compared to AAA games, and even low compared to indie games. Comparing to other indie projects, like magicka (~500k, 4 people) or NS2 (~9m), the danger of surpassing this budget with a new studio is not to be ignored. Eventually nobody can tell you, this depends on really lot of factors and you need to create a good and detailed business plan to estimate a realistic budget. Edited by Ashaman73 #### Share this post ##### Link to post ##### Share on other sites Thank you for replying! I know I've asked a very open question. The way you laid out the costs, mostly salary * time taken to develop is also how I've estimated the costs too. Although the planning/conceptual stages will most likely just involve 1-2 programmers and a writer (along with a game designer who can be the writer or the programmer at the same time) getting a working concept going - then moving on from there. Unity - ease of porting? PSVita native support? Relatively low license costs? This does seem like the perfect game dev tool for a small studio is it not? #### Share this post ##### Link to post ##### Share on other sites An estimate I've heard is that most business face ~40% of their cost as salary. Using that as a start, if it costs$700,000 for salary over the life of the game, and the game is the only thing you do, the total cost comes to \$1,750,000.

As a fan of the series, as long as you have good artists, you should consider leaving the whole game in 2D like the older Fire Emblems. It looks fine that way, and it seems you can be a little more expressive with the sprites in 2D than the models in 3D. Plus it feels like the animations are a little sluggish in 3D. That, of course, is just my opinion.

##### Share on other sites

Keep in mind, unless everyone you hire has a computer and all the required licenses and you don't have to deal with healthcare or whatever, usually the estimate is to double the salary of the person.

##### Share on other sites

As a fan of the series, as long as you have good artists, you should consider leaving the whole game in 2D like the older Fire Emblems. It looks fine that way, and it seems you can be a little more expressive with the sprites in 2D than the models in 3D. Plus it feels like the animations are a little sluggish in 3D. That, of course, is just my opinion.

Summon Night 5 and Disgaea are also TRPGS, but they seems to be have 3D models and the actual battle itself occurs on the battlefield. FE seems to be 2D all the way (sprites, maps, and battles) until Awakening - where the battles became 3D.

I wonder which approach is more efficient, or more cost effective? In the end, the objective is to deliver a decent battle experience for the players with a solid art direction. I've heard that making good 2D sprites and battles is not necessarily less expensive or time consuming than 3D modelling...

##### Share on other sites

Lol guys ... so rolling up the advice so far ...

To create this game / something like it you collectively estimate roughly £3,000,000 as starting point!!!

No way ...

Using code samples, the unity store and a little wizardry I think you could cut corners her and there and given that the project needs to be low budget contract the developers on a profit based contract.

Also ...

You could easily cut those costs down if you have some knowledge yourself by building a prototype starting point in unity in your own spare time that can form an idea of the framework needed and a base starting point.

Why get in a team at all until you have something worth working on right?

Indie game studios can throw out games in much less time if well organised and a solid project manager is in place.

That manager would have already figured out most of the details needed to deliver the project and likely have the formentioned concept app working.

Money making ideas ...

• Early access based on donations (when you get that far).
• Mini games that are bits of your overall project (nice way to get a little income as you go).
• Kickstarter (when the project is at least half way there).

• 9
• 47
• 11
• 17
• 11
• ### Similar Content

• I'm working on a space game, and I suck at art. I would love to get some help from someone who is more skilled than me. Things I need include modular space ship parts and GUI elements. Nothing too fancy, just functional so I can get a prototype put together. This could potentially become a serious project, but for now this is just a hobby project.

In this video, you can see a few things I already completed
:2018-02-24 20-08-13.flv2018-02-24 20-08-13.flv

• If you want to incorporate noise into your shaders, the Turbulance Library has you covered. Using code I gathered from this library, I made a cginc file that contains all you need to easily implement noise into your unity shaders. Who knows how this stuff works, but man, does it work well!

https://pastebin.com/LLCUpJut

Here is an example of what you can create using these noise functions.

• I'll be buying a new laptop as my workstation for building games, Mostly 3D but not hard core.

I'm stuck at choosing between these 2 specs below. Does this really matter and if so, can some one tell my how and why it matters.
Choice1:
Intel core i5-8250U (8th gen Kabylake refresh)(6 MB Smart Cache, 1.6 GHz Base with Turbo Boost up to 3.4 GHz) 4 cores 8 threads
RAM 8 GB DDR4 (2400 MHz)
GPU 2 GB DDR5 Nvidia MX150 256 bit
SSD: yes
Choice2:
Intel core i7-7500U 2.70GHz Base Processor (4M Cache, up to 3.50 GHz Boost) 2 Cores, 4 Threads
RAM 4 GB DDR4 (1800 MHz)
GPU 2 GB DDR5 Nvidia GeForce 940MX 256 bit
SSD: No

• Hello fellow devs!
Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

In Pseudo-Code:
angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
index = (int) (angle / (PI / 5));
PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

I can't get my head around it. Any suggestions? Is the whole approach doomed?

Thank you in advance for any input!

• By devbyskc
Hi Everyone,
Like most here, I'm a newbie but have been dabbling with game development for a few years. I am currently working full-time overseas and learning the craft in my spare time. It's been a long but highly rewarding adventure. Much of my time has been spent working through tutorials. In all of them, as well as my own attempts at development, I used the audio files supplied by the tutorial author, or obtained from one of the numerous sites online. I am working solo, and will be for a while, so I don't want to get too wrapped up with any one skill set. Regarding audio, the files I've found and used are good for what I was doing at the time. However I would now like to try my hand at customizing the audio more. My game engine of choice is Unity and it has an audio mixer built in that I have experimented with following their tutorials. I have obtained a great book called Game Audio Development with Unity 5.x that I am working through. Half way through the book it introduces using FMOD to supplement the Unity Audio Mixer. Later in the book, the author introduces Reaper (a very popular DAW) as an external program to compose and mix music to be integrated with Unity. I did some research on DAWs and quickly became overwhelmed. Much of what I found was geared toward professional sound engineers and sound designers. I am in no way trying or even thinking about getting to that level. All I want to be able to do is take a music file, and tweak it some to get the sound I want for my game. I've played with Audacity as well, but it didn't seem to fit the bill. So that is why I am looking at a better quality DAW. Since being solo, I am also under a budget contraint. So of all the DAW software out there, I am considering Reaper or Presonus Studio One due to their pricing. My question is, is investing the time to learn about using a DAW to tweak a sound file worth it? Are there any solo developers currently using a DAW as part of their overall workflow? If so, which one? I've also come across Fabric which is a Unity plug-in that enhances the built-in audio mixer. Would that be a better alternative?
I know this is long, and maybe I haven't communicated well in trying to be brief. But any advice from the gurus/vets would be greatly appreciated. I've leaned so much and had a lot of fun in the process. BTW, I am also a senior citizen (I cut my programming teeth back using punch cards and Structured Basic when it first came out). If anyone needs more clarification of what I am trying to accomplish please let me know.  Thanks in advance for any assistance/advice.