You mention OpenValley, it intrigues myself for I have an open question rattling around in the back of my mind. How to implement non-combat skill and meaningful character progression in an RPG? Is there a meaningful way to do more than the typical slaughterfest?
It seems from my own experience and a wider cross genre phenomena that a lot of RPGs are non-stop slaughterfests. Which is fine but it tends to lopside the player base to ~95% male vs. ~5% female players at the very top end. Even then most of the female players tend to be in support roles with only a super-minority being driven by the slaughterfest.
I know Flare is hardcoded with certain aspects and limitations and the original focus was '~Diablo 2 but opensource'. Although I wonder how the engine can accommodate more than just ~95% male players with only a slaughterfest to progress?
Other medieval fantasy / monster batting games / RPGs have other ways of progression other than slaughterfests like Harvest Moon / Rune Factory / Stardew Valley and Pokemon and Hearthstone / Magic the Gathering and Undertale and Runescape and Minecraft.
I am interest in just what options are found within the limitations of the Flare engine to enable skill based progression (Tradeskills or Runescape Skilling and Farming and Player Housing). Anything to just stop the flood of lost potential for only offering one divisive play objective to meaningfully progress.
Yet sometimes to is better to have one thing done extremely well than many things done poorly. Either way I would like to expand my understanding of just what is possible within the limitations and opportunities offered by the Flare RPG engine. Is there more documentation about Flare or will this foray into better understanding Flare's potential be within uncharted territory?
Okay I'll have to work around the limitation of only 2 resource bars of health and mana; instead of 3 for the time being. Is the engine being added onto or is it more or less in a parking orbit where it is at? If the engine is being active developed forward is there a wish list of features in cue for implementation?
Also where are some good places to find extra Flare commpatible 64x32 isometric animated monsters and art assets that can be used in a commercially viable (no copyright woes) fashion? I found more of Clint Bellanger's assets with a creative commons 3.0 license: https://opengameart.org/users/clint-bellanger and he has many assets used / transformed from other people on the opengameart.org website. How many other websites offer such a wide array of creative commons 3.0 assets; or even commerical assets like within the Unity asset shop?
Also is there documentation of how Clint used blender to create his assets? His old asset source / master blender files are outdated and incompatible with current blender. I am unsure what version of blender he used back in the day to retro-port modern blender compatibility. I ask this for a lot of the old blog website links are dead unfortunately.
Also what is everyone else in the community up to for projects made with Flare? I had a hard time getting the isometric mapping to work properly due to lack of documentation and missing assets files / folders with tiled and flare. I still got it to work but I think after around 40-60 experiments with crashed and bugging maps I used a bug / seemingly unintentional format 'hack' (stacking ~duplicate 'object' layers) to make the tile layers stack beautifully and with great depth for my current maps. For my maps are slightly different with the .txt file format to the example maps; but they still work fine from a player perspective. The Tiled mapping tutorial is for a non-isometric map, with this lack of documentation in mind do people also make significant sized isometric games with Flare outside of the internal development team?
I have figured out how to make new maps and add new damage types, new attributes, level scaling enemies, item rarities, item types, more inventory space, new gui and armour and weapon / animation graphics.
Ninja Dog please don't kill the thread because some people are negative. This thread has done a lot of good for my team project and most people who join do so in Discord and via my email (which are listed in the original post). So because you see only negativity here does not mean there is no positivity elsewhere. The people who find issue with my project argue in these forums and do not join and help in Discord. Sorry for the lopsided show of public opinion herein but that is just how the cookie crumbles I suppose.
I have already answered that the game is not 100% open source but it is basically a hybrid in how the game is developed. The project is open to the team's input and I try to listen to everyone as much as I can. Two men walking abreast see more than two men walking in line with one in front of the other. I want the project succeed very much so and I do not want to take risks. With that being said I wish to empower people who seek to create these kinds of games that are worth playing.
@Paul Wortmann I am getting the coders into their first meeting on Discord right now. The idea is to build a core to the game in Unity from the ground up although first I want everyone to be on the same page (the scale is aimed toward a game akin to The Legend of Zelda 1986). You can find the Discord link here if you want to talk with myself and the coders: https://discord.gg/FJTzv26
You Duion are just complaining and nit picking now while adding very little substance; I wonder if you are a frustrated person looking for a vent and have a bone to pick? I am not here to act like child and argue over every detail. The general focus is looking for people. I am looking for people short and simple. In the spirit of open developement yes but I am not going to throw away progress because it does not fit into an arbitrary classification / 'box' that other people define for myself. Look if you are not interested that is fine but don't ruin projects of other people out of spite or other emotions. I am looking for people to help build a R.P.G. project; not people to build vapid arguements.
Okay legzy yeah if you desire to help make a solid R.P.G. I should not turn down your offer. Hop on Discord at https://discord.gg/pt8tsu and we can get up to speed and see what you want to do. If you have a microphone that would be great for communication for it is much easier talk back in forth but if not that is okay too.
Well Duion you are correct today for the earlier working prototype(s) were scrapped just yesterday and we decided to properly move to Unity even though we had to start over. Unity has a lot of potiential so we felt it better to do the switch now and save effort later than to inevitably do the crossover half way down the pipeline. Although like you said it will take sometime to build up to a proper prototype once again.
The game was refocused to 2D top down view (think Legend of Zelda 1986) for the first run to set some roots down. The idea is to feel things through with iteration and seeing what is practical to carry over to the new prototype and what should be new to add. A test run of the series to test and prototype the ideas if you will.
So technically we are in the building phase yet from a wholistic stand point the project today right now is closer to the design and idea phase because the first prototype(s) were just scrapped and work has just begun on Unity. Yet it is moving forward and I am excited to see where it leads!
You mention OpenValley, it intrigues myself for I have an open question rattling around in the back of my mind. How to implement non-combat skill and meaningful character progression in an RPG? Is there a meaningful way to do more than the typical slaughterfest?
It seems from my own experience and a wider cross genre phenomena that a lot of RPGs are non-stop slaughterfests. Which is fine but it tends to lopside the player base to ~95% male vs. ~5% female players at the very top end. Even then most of the female players tend to be in support roles with only a super-minority being driven by the slaughterfest.
I know Flare is hardcoded with certain aspects and limitations and the original focus was '~Diablo 2 but opensource'. Although I wonder how the engine can accommodate more than just ~95% male players with only a slaughterfest to progress?
Other medieval fantasy / monster batting games / RPGs have other ways of progression other than slaughterfests like Harvest Moon / Rune Factory / Stardew Valley and Pokemon and Hearthstone / Magic the Gathering and Undertale and Runescape and Minecraft.
I am interest in just what options are found within the limitations of the Flare engine to enable skill based progression (Tradeskills or Runescape Skilling and Farming and Player Housing). Anything to just stop the flood of lost potential for only offering one divisive play objective to meaningfully progress.
Yet sometimes to is better to have one thing done extremely well than many things done poorly. Either way I would like to expand my understanding of just what is possible within the limitations and opportunities offered by the Flare RPG engine. Is there more documentation about Flare or will this foray into better understanding Flare's potential be within uncharted territory?
Okay I'll have to work around the limitation of only 2 resource bars of health and mana; instead of 3 for the time being. Is the engine being added onto or is it more or less in a parking orbit where it is at? If the engine is being active developed forward is there a wish list of features in cue for implementation?
Also where are some good places to find extra Flare commpatible 64x32 isometric animated monsters and art assets that can be used in a commercially viable (no copyright woes) fashion? I found more of Clint Bellanger's assets with a creative commons 3.0 license: https://opengameart.org/users/clint-bellanger and he has many assets used / transformed from other people on the opengameart.org website. How many other websites offer such a wide array of creative commons 3.0 assets; or even commerical assets like within the Unity asset shop?
Also is there documentation of how Clint used blender to create his assets? His old asset source / master blender files are outdated and incompatible with current blender. I am unsure what version of blender he used back in the day to retro-port modern blender compatibility. I ask this for a lot of the old blog website links are dead unfortunately.
Also what is everyone else in the community up to for projects made with Flare? I had a hard time getting the isometric mapping to work properly due to lack of documentation and missing assets files / folders with tiled and flare. I still got it to work but I think after around 40-60 experiments with crashed and bugging maps I used a bug / seemingly unintentional format 'hack' (stacking ~duplicate 'object' layers) to make the tile layers stack beautifully and with great depth for my current maps. For my maps are slightly different with the .txt file format to the example maps; but they still work fine from a player perspective. The Tiled mapping tutorial is for a non-isometric map, with this lack of documentation in mind do people also make significant sized isometric games with Flare outside of the internal development team?
I have figured out how to make new maps and add new damage types, new attributes, level scaling enemies, item rarities, item types, more inventory space, new gui and armour and weapon / animation graphics.
Thank you kindly.
Ninja Dog please don't kill the thread because some people are negative. This thread has done a lot of good for my team project and most people who join do so in Discord and via my email (which are listed in the original post). So because you see only negativity here does not mean there is no positivity elsewhere. The people who find issue with my project argue in these forums and do not join and help in Discord. Sorry for the lopsided show of public opinion herein but that is just how the cookie crumbles I suppose.
I have already answered that the game is not 100% open source but it is basically a hybrid in how the game is developed. The project is open to the team's input and I try to listen to everyone as much as I can. Two men walking abreast see more than two men walking in line with one in front of the other. I want the project succeed very much so and I do not want to take risks. With that being said I wish to empower people who seek to create these kinds of games that are worth playing.
@Paul Wortmann I am getting the coders into their first meeting on Discord right now. The idea is to build a core to the game in Unity from the ground up although first I want everyone to be on the same page (the scale is aimed toward a game akin to The Legend of Zelda 1986). You can find the Discord link here if you want to talk with myself and the coders: https://discord.gg/FJTzv26
You Duion are just complaining and nit picking now while adding very little substance; I wonder if you are a frustrated person looking for a vent and have a bone to pick? I am not here to act like child and argue over every detail. The general focus is looking for people. I am looking for people short and simple. In the spirit of open developement yes but I am not going to throw away progress because it does not fit into an arbitrary classification / 'box' that other people define for myself. Look if you are not interested that is fine but don't ruin projects of other people out of spite or other emotions. I am looking for people to help build a R.P.G. project; not people to build vapid arguements.
Okay legzy yeah if you desire to help make a solid R.P.G. I should not turn down your offer. Hop on Discord at https://discord.gg/pt8tsu and we can get up to speed and see what you want to do. If you have a microphone that would be great for communication for it is much easier talk back in forth but if not that is okay too.
Well Duion you are correct today for the earlier working prototype(s) were scrapped just yesterday and we decided to properly move to Unity even though we had to start over. Unity has a lot of potiential so we felt it better to do the switch now and save effort later than to inevitably do the crossover half way down the pipeline. Although like you said it will take sometime to build up to a proper prototype once again.
The game was refocused to 2D top down view (think Legend of Zelda 1986) for the first run to set some roots down. The idea is to feel things through with iteration and seeing what is practical to carry over to the new prototype and what should be new to add. A test run of the series to test and prototype the ideas if you will.
So technically we are in the building phase yet from a wholistic stand point the project today right now is closer to the design and idea phase because the first prototype(s) were just scrapped and work has just begun on Unity. Yet it is moving forward and I am excited to see where it leads!
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