Thought i knew how to, found out i didnt. (RPG)

How do I…

I’m trying to make a full fledged rpg by expanding on the top down rpg example i already managed to replace the characters get the collision to work etc, my issue? the fact im trying to expand the map and make certain area’s have wild encounters as well im trying to make inuki (the enemy) join your party when you defeat her except how do i make a party system? I thought i knew but i got lost within 5 minutes of failed attempts. I also want a equipment system and actual stats exp MP etc.Also inuki (the enemy) start the fight out very squished but return to normal upon getting hit for the first time so uh… if ya know how to fix that since it doesnt happen to Ashley (your player) another issue is that you can start the battle ANYWHERE because apprently talking to inuki has what may be infinite range… Please help me thanks in advance. And also making the skill button useful would be nice :sweat_smile:

Let me save you a whole bunch of time and headaches.

RPGs are advanced games with a lot of moving parts, dont try to make one if you dont have a good understanding of the basics, even if theres templates for it.

Everything about RPGs are like mini games, from the battles, inventories, interactions, dialog and so on…

They are very work intensive games and specially if you dont know how to do most of it from the start.

My advice…

Take the time to make the individual parts as mini games.

Make a little game with just the combat system, then make a little game with just sorting an inventory or a shop and so on, learn as you go along and then make the full RPG game.

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I myself am a little lost in implementation, but you a few things: combat, story, freedom of movement, options in story.

Don’t use an example. It may seem tempting, but I think it’s actually easier to work from scratch.

Build combat stats from ground-up, from health and damage. All other stats just modify those two, anyway. It’s best if you just figure it out on your own. Defense or toughness is just how much damage bounces of your flesh or armor. If shield-breaking mechanics are added, agility is how much damage misses you entirely. Luck is just an unneeded clone of agility. Dexterity is how precise you are, which would typically add to damage, such as in criticals, and it is a non-combat stat. Really, all stats but damage and health are fluff, some of it unneeded.

It is difficult to make a turn-based combat screen interesting. You should either look into how or figure out how to do in-scene combat. This is the troubling part for me, but I think it would probably have to do with trigger once and collision or distance. Time can move in three ways: Turn-based, real-time, or the compromise of turning the time scale to zero until the player moves. Real-time gives the player less time to consider what to do. Contrary to what seems obvious, real-time would actually be less realistic because the player, who cannot see through their character’s eyes, take more time to do stuff than the character would in real life, and than the enemies do, while turn-based and movement-time, as I think I will phrase it, make up for this.

Dialogue is important, and if you are to attempt this, you either need yarn or a structure variable with its children being arrays, and the arrays will contain the lines of dialogue for each conversation, which is the arrays. Either way, a structure with string variables or an inventory should be used to manage past events that will be referenced later. This should not be limited to dialogue-related ones, and if the player runs from battle, abandoning their comrade, or smashes a chest, it should be noted. In fact, everything should be noted.

first and foremost i want to thanks you for taking the time to reply. i will try that out.