Hi. So I’ve started learning Flashpunk back in August 2010, and immediately fell in love with it. It’s simple (compared to some other ways of game development), it’s Flash (so it can be played in the browser – platform independency FTW!) and there’s a great little community for it too. I’ve always dreamed of this ultimate RPG, where there would be vast lands to explore, thousands of fun things to do, and a real dynamic in the world that no RPG has ever had. Like many starting game developers, I immediately set out to work on that game. No time to lose! But alas, it is a long and windy road, and for all the motivation I have, it’s a real piece of work almost all the time. But I’m not writing this to complain. I forgot where I heard it, but this really hit home with me: “Making the game you really want to make is not a sprint, it’s a marathon” – I’m paraphrasing here as I don’t remember the exact words. Often I hear people say that when starting out, you should forget about that dream game you always wanted to make – at least until you have more experience.
Now, I’ve started writing this engine because ideally I want to use it to create that dream RPG of mine. If it turns out that it isn’t possible or too impractical in the long run, at least I’ll have learned enough so that I can make a new and better one. I’ve learned a ton of things, and it’s been a great experience. It’s not finished, and I intend to take it as far as I can. So where are we now? We have
- A tile-based world composed of multiple maps with indoors and outdoor areas
- Player character movement with animations and stats
- NPCs that can walk around using A* Pathfinding
- Multiple-choice dialog with NPCs
- An inventory, items, treasure chests
- Enemies and turn-based combat
I find it hard to continue writing the engine without making sure that the features that are already there are robust. So I decided that at this point, I have enough features to actually start making a little RPG. I’m sure that in a real project, many of the problems with this engine will become more apparent to me, so that I can in turn improve on the engine.
I will not open-source this first game, but anything I learn from making it that can benefit the engine itself will get there, and the engine is open source. I’m going to write about the game itself, design-wise but also technical things and maybe, if I am confident enough, about a possible story. A little dev diary, innit cute?
In any case, it’s going to be a small, simple little RPG. I will try to put it in the 30min – 1h length of game play. If anybody has an interest in helping me out with art, that would be very appreciated. Sadly, I cannot pay for any work done, so it would all be voluntary work. If I am content with how the game turns out, I’ll put it up on a portal site, or maybe I’ll look into FlashGameLicense. Revenue there would be shared with collaborators, though the exact percentages are at this stage of course impossible to state. If you have any thoughts, suggestions or anything to say at all, the comments section is right down there. Okay then, see you!