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OINK: An Un-Original Platforming RPG

Discussion in 'Works In Progress - Archive' started by Itasko, Apr 15, 2015.

  1. Itasko

    Itasko

    Joined:
    Apr 4, 2015
    Posts:
    19
    First week working with Unity on this project (Or at all). Just want to see how many un-original (and a few original) ideas from different games I can blend together just the way I like. Furthermore, the end product must resemble something close to an entertaining video game. Otherwise, this entire experiment is a failure. Feel free to shoot me your own ideas about what you love in RPG or Platforming games because I can't possibly remember everything.

    Of course, all of it will be free and open to anyone who is bored enough to want it.

    A Few Current Concepts:

    -High difficulty is a goal. Just throwing that out there.
    -DnD 5e style stat system and combat. (Now Implemented)
    -Ability to quickly switch between one of the five different classes. You must master all classes to beat the game. No dump stats or hair-pulling decisions between the warrior or the mage, etc.(Now Implemented)
    -As much customization as possible that doesn't rely on graphical output because I'm seriously lacking in the gfx department.
    -Death with consequences.
    -Multiple endings based on your actions.
    -I'll ramble more things later.

    Here is a video of what I've accomplished during the first week of dabbling.
     
  2. angelo90

    angelo90

    Joined:
    May 13, 2014
    Posts:
    40
    Hey man, your game mechanics looks cool so far of that there is to see in the vid, i like that theres a ranged and a melee attack. I also like the floating damage text above the head, how did you do that? just with a guitext or?

    Also regarding whats cool in platformers for me is (im not that much of an RPG guy anymore, i just like the action), is a game like Broforce, where there's alot of explosions and lots of enemies to shoot with alot of effects happening, just to mention one.
    I found this article and video not long ago.
    The article isnt a definitive "how to" or "guideline" but more ideas of how to do the game design, ie he talks about how to do platformer design, level design and stuff like that.
    The video is taken from a game conference speech, where the guy talks about how to "juice" your game more, ie alot of enemies, many bullets, screenshakes, explosions and stuff like that :)
    Article: http://games.greggman.com/game/game_design_secrets_of_the_greggman/
    Video: https://www.youtube.com/ watch?v=AJdEqssNZ-U (made a space between .com and watch so it doesnt take up too much space :) )
    But yea thats just some ideas i found useful, you can decide to use them or not to, but i hope you can use them in someway :p
     
    Itasko likes this.
  3. Itasko

    Itasko

    Joined:
    Apr 4, 2015
    Posts:
    19
    Thanks. I will definitely check those out when I'm done with work. I don't have much platforming experience so it will help.

    As for the floating text I didn't use GUIText. I couldn't ever get the positioning correct. I ended up using TextMesh. Creating a gameobject for it and then changing the text to the damage or whatnot before instantiating it. Still can't find a font I really like though.
     
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Hey Itasko is that flaming Kirby? :)

    One thing I've always really liked with rpg's and any game that has a ton of different monsters is the bestiary - especially when they are loaded with useful stats and information after encountering the monsters.
    This probably doesn't tie in too well with the direction you are headed, but I thought I'd chime in anyway.

    Controls look tight - that's good too.
     
  5. Itasko

    Itasko

    Joined:
    Apr 4, 2015
    Posts:
    19
    Haha. Yes. That is a flaming Kirby. I can't make a 32x32 grass tile (Trust me. I've tried 10000 times over the years) so every sprite I use comes from somewhere else, though I may touch them up a bit.

    I definitely agree about the bestiary. I figured it would be necessary considering the complexity of the DnD5e system as far as resistances, weaknesses, and other things go. All good stuff to be in a bestiary that would improve the player's chances of winning combat if they choose to use it. So yeah that's a good idea that ties in and I'll certainly try to implement it. (Can't imagine it would be that difficult).

    Thanks.