When programming Rabbit Wars back in 2007, I ended up with huge objects for each of my game entities. They handled player input, AI, moving, shooting, health points and rendering. I didn’t like it, it drove me mad. But then I came across this Evolve Your Hierarchy article. Since I was still in the middle of programming, I refactored my game entity code to use components instead of multiple inheritance (just like the article described). It worked great, my code was readable again.
I reworked the one-page website of RPG Playground to a full blown product website, including a blog. This also means that all releated news regarding RPG Playground will be published on the RPG Playground blog, and not on this Koonsolo blog! So if you were following this blog because of the RPG Playground related posts, … Read more
Are you one of those people with fond memories of playing The Legend of Zelda? The whole action-adventure game genre was defined by that game, and it was the inspiration for many other action role playing games that followed it.
Even today, many game developers are inspired by Zelda, and base their games on similar game play. Examples are Anodyne, Midora, Hyper Light Drifter, Delver’s Drop, Across Age, The Binding of Isaac and many more.
Creating such a game seems daunting, but it really isn’t. As a matter of fact, there are many options available on how to create your own Zelda-like game. I will give you the complete overview here.
You probably have been waiting for this release. Previous time you were able to create new levels, but not yet for your hero to walk into them. Well, head over to http://rpgplayground.com, because now you can add doors to go to other levels. There are 2 kinds of doors: A real door where you always … Read more
One of the main ideas behind RPG Playground is to minimize the effort and time between playing and editing your game. I didn’t want to make another game making tool where you need to build your game before play-testing it. RPG Playground does just that. Play your game, and if you want to make a modification, just open … Read more
So, time for another RPG Playground release! This time I added functionality to create multiple levels. Although you can now create multiple levels or scenes, the hero cannot yet walk into them. But don’t worry, that’s planned for the next release. You might say that because of this, the functionality is not yet quite complete, … Read more
If you want to create a successful indie game, marketing is one of the most important things. Some claim that an awesome game is all you need, and word of mouth will do the rest. To back up their claim, they use use Minecraft as an example on how a great game can succeed without … Read more
Finally, the new version of RPG Playground is available at http://rpgplayground.com! First of all, this release took waaaay too long. The previous version was released 1 year back, which is definitely a very long time ago. I don’t want any of my next releases to take this long ever again. The plan is to make a new release every few months, or even faster.
A lot of you were asking, poking and bugging me when this release will be out, and what features it will contain. So thanks for your patience! I hope you will stick around while I keep adding new features.
So, why did it take so long? Well, a lot of work was done both on visible features and framework improvements. I will explain everything in this post (so yeah, this is going to take a while). I will handle the most important features first, so feel free to quit reading and start designing your game.
My RPG creation software will allow you to create an entire online role playing game, but as you probably know, it is still in early development. Currently you can let characters say something, but this is of course not enough. You want the player to have entire conversations with characters, and to have cut-scenes that reveal a part of the story.
My first thought on allowing you to create this extra functionality is by using ‘screenplays’. These screenplays would allow you to define conversations and animations in an easy, straight forward way. Screenplays are created entirely by using a point-and-click GUI. You basically can’t do anything wrong.
When I started programming games, I had the same workflow as most game developers: Program the game logic in a programming language, compile it, and then playtest the game. Once you stumble upon an issue, the whole cycle starts again.
I did the same for resources. So when a graphic needed updating, you stop the game, edit the resource, and start the game to test it.
This process seems fast and easy on paper, but most of the time it’s pretty tedious. The part you want to see might be at end of a level, so you first need to reach that point (again). You can work with cheat codes, but it still remains pretty annoying.